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10  Hew  Exciting  Prognimsln  Tliis  Issue! 


COMPUTE'S 


CALIFORNIA 

PRO-GOLFTestyour 

gameplaysklllsona 

sun  drenched  California  golf  course  in  an 

incredible  new  golf  simulation  packed  with 

leatures:  Full  choice  o\  clubs  with  touch 
sensitive  controls, 
Wind  speed  and  grade 
indicators  on  the 
1  greens,  3D 
I  perspective  graphics 
and  major  hazards, 

overhead  course  map  options  and  many 

other  features  that  will  knock  other gdf 

games  into  the  rough. 

Available  for: 

C64/128 

(joysliclt  required) 

S9.99 


A  high  energy 

simulation  of  "Two  on 

Two"  basketball  that 

feels  like  the  real  thing.  Slam-dunks,  lay  ups,  ally 

oops  and  stat  features,  great  sounds  and 

animated  graphtes 
generate  exating  and 
addictive  gam^y. 
Available  for  C64/1 28 
(joystick  required)  S9.99 


H^^^ 


SKATE  CRAZY 

A  totally  awesome 

roller  skating  program 

parted  wlh  "Street  Cred"  made  up  of  two 
unique  superbly  animated 
inleriadng  games. 
"The  Car  Park 
Challenge"  and 
the  Championship 
Course".  They 

add  up  to  a  double  dose  of  fast  paced 

addictive  fun. 

Avaslabfe  for: 

C64;i28 

([oystick  required)  $9.99 

AVAILABLE  FROM  MOST 
GOOD  SOFTWARE  STORES 

VIRGIN  MASTERTflONIC 
INTERNATIONAL  INC. 
711  WEST  17th  ST„  UNIT  G9, 
COSTA  MESA,  CA  92627. 
TEL  {714)631-1001 


J 


UlUU 

nmrfiints 


April  1989     Vol.  7,  No.  4 


Features 

Designing  Your  Own  Programs 

Rhett  Anderson  and 

Randy  Thompson    12    * 

Making  it  Work 

Patrick  Panish     15    * 

Buyer's  Guide  to  Programming  Aids 

Caroline  D.  Hanlon    16    * 

Futureware:  Science  Fiction  on  Disk 
Keith  Ferrel! 20   * 

Reviews 

The  Faery  Tate  Adventure 

Neil  Randall    30    64 

Deslgnasaurus 

Robert  Bixby 31    64 

Neuromancer 

Keith  Ferreil    32    64 

Heavy  Metal:  Modern  Land  Combat 

Tom  Netsel    34    64 

Cavemarr  Ugh-lympics 

Robin  and  David  Minnick    35    64 

Writer  64 

Robert  Bixby 36    64 

Games 

Space  Worms 

Jason  Merlo    24    64 

Brusher 

Leonard  Morris  29    1 28 

Fmrammm 

Power  BASiC:  Italics 

Richard  Penn    45    128/64 

BASIC  10 

John  Fraleigh    46    64 

Sprite  Fader  Tor  the  128 

Peter  M.  L.  Lottrup    50    128 

Comparator 

Michael  J.  Gibbons 51    64 

Super  Acceierator  for  tlie  128 

Philip  Landman 53    128 


Odometer 

Buck  Childress    54    64 

The  Programmer's  Page:  April  Fools 

Randy  Thompson 60    * 

BASIC  for  Beginners: 

The  Evoiving  Program 

Larry  Cotton    61    128/64/  +  4/16 

Machine  Language  Programming: 

Visibie  Division 
Jim  Buttertieid     63    128/64 

Ueuartments 

Editor's  Notes 

Lance  Elko . ,    3   * 

Letters  to  the  Editor  5    * 

Commodore  Clips;  News,  Notes, 

and  New  Products 

Mickey  McLean 8    * 

Feedback 

Editors  and  Readers 55    * 

Bug-Swatter: 

Modifications  and  Corrections  .  .    58    * 
User  Group  Update 

Mickey  McLean 59    * 

Horizons:  A  Bit  of  History 

Rhett  Anderson 64    * 

D'lversions: 

What's  to  Say  About  Computers? 

Fred  D'ignazio    65    * 

The  GEOS  Column:  File  Saver 

Jim  Tubbs   66    128/64 

Program  Listings 

MLX:  IVIachine  Language  Entry 

Program  for  Commodore  64 

and  128    81    128/64 

The  Automatic  Proofreader    90    12B/64/+4/16 

How  to  Type  In  COMPUTE!'s 

Gazette  Programs    92    * 

Advertisers  Index    77 

S4    ConirrxKVuo  64.  +4 -PlusfJ.  IB -CommoaoTO  16. 

128    Conimniiwa  i?8.  •    Gmeral 

Cover  Photo  by  Mark  Wagoner  ©1989 
Cover  Screen  Design  by  Randy  Thampson 


COMPUTEI'9  GaiBltB  (ISSM  0737-3716)  is  a  COMPUTE!  Publication,  BDd  is  puWished  monthly  by  Chiltor/ABC  Cnnsumar  Magazines.  Inc..  826  Seventh  /wa.,  Now  York,  NY  lOOtS,  a 
division  o(  ASO  Publisblng.  Inc.,  a  Capital  CltlesfAi3C  Inc..  company.  ®  1989  ABC  Ciwsunier  Magailnas.  Inc.  AN  lights  roserred  Edrtorial  odioes  are  tocaWd  at  Sulle  200, 324  Wast  Wondover 
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{Even  at  these  prices)  You  only  pay  TCP's  standard 
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MAGNAVOX  8762  ■  £40 )(  :m  Rssaiution 
■  3  Modes  ■  1  Year  Warranty $249 

COfVIIVIODORE  1802C 

a  Color  Monitor $199 


C'  CommodorG" 

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■  Mouse  &  Joystick 

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Color  Printer) .....$229 

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TIMEWORKS 

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Desktop  Putilisher $39,95 

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[DITOrS 


The  results  are  in.  Our  thanks  go  to  the  1 132  readers  who  sent  in  responses  to  the 
"Gazette  Readership  Survey"  from  the  December  issue.  While  no  one  vvould 
consider  this  survey  to  be  scientifically  accurate,  we  think  it's  a  significant  reflec- 
tion of  your  general  interests  and  plans. 

Let's  look  at  some  of  the  more  interesting  results.  In  computer  ownership, 
44%  of  our  readers  said  that  they  have  128s,  72%  have  64  s,  and  6%  have  Plus/4s. 
The  128  percentage  is  a  little  higher  than  we  would  have  guessed — up  from  the 
33%  in  last  year's  survey,  Nearly  one-third  (31%)  of  our  readers  own  or  use  a  non- 
Commodore  computer.  Of  that  group,  the  breakdown  is  PC/Tandy,  54%  (many  of 
you  use  them  at  work);  VlC-20,  27%  (our  guess  is  that  they're  owned  rather  than 
used);  Amiga,  8%;  Apple  II,  6%;  and,  finally,  Mac,  6%. 

In  planned  computer  purchases  for  the  coming  year,  62%  of  you  are  staying 
with  what  you've  got,  while  the  remainder  are  planning  to  buy  or  considering  buy- 
ing primarily  one  of  three  machines:  a  128,  an  Amiga,  or  a  PC/Tandy.  A  few  read- 
ers mentioned  the  64  and  Mac. 

Last  year,  slightly  fewer  than  50%  of  you  used  GEOS,  while  28%  belonged  to 
user  groups.  This  year,  54%  use  GEOS,  and  the  user-group  percentage  is  identical 
to  last  year's  number.  Also  similar  to  last  year's  survey  results  are  types  of  software 
purchased  in  the  last  year.  By  far,  the  top  two  choices  are  games  (60%)  and  word 
processors  (56%).  Only  5%  purchased  no  software  in  the  past  year. 

We  see  a  surprising  change  from  last  year  among  readers  who  actually  pro- 
gram their  machines;  last  year,  89%;  this  year,  77%.  Our  deduction:  We  have  new 
readers  who  are  new  computer  owners,  users  as  opposed  to  programmers — a  trend 
that's  seen  among  the  computer-owner  community  at  large,  Of  those  readers  who 
do  program,  85%  use  BASIC  (up  from  72%  last  year).  Nine  out  of  ten  readers  use 
the  programs  we  publish  in  the  magazine,  and,  of  this  group,  77%  type  them  in. 

Like  last  year's  results — but  somewhat  ironic  in  light  of  the  decrease  among 
those  who  program — the  section  of  the  magazine  most  liked  is  Programming,  The 
most  regularly  read  column,  by  far,  is  "Feedback."  The  second  most  read  column  is 
"News  &  Products."  We  anticipated  its  popularity  before  the  survey  was  published 
and  converted  this  section  to  the  more  colorful  and  prominent  "Commodore 
Clips"  in  the  January  1 989  issue.  All  of  the  other  columns  appear  to  be  well  read — 
a  nice  balance — which  affirms  our  choice  in  mix  of  topics. 

We're  grateful  to  all  of  you  who  responded  to  the  survey;  we  actually  had  a  lot 
of  fun  watching  the  numbers  change  as  each  batch  of  forms  came  in.  (Rhett  Ander- 
son and  Randy  Thompson,  "Horizons"  and  "Programmer's  Page"  columnists,  re- 
spectively, weVe  watching  to  see  whose  column  was  read  more.  The  answer  is  in 
Rhett's  column  this  month.) 

For  those  who  took  the  time  to  write  in  comments,  be  assured  that  all  of  them 
have  been  read  and  well  noted.  Thanks  again. 


Lance  Elko 
Senior  Editor 


COMPUTE!^ 

FOR  COMMODORE  PERSONAL  COVIPUTrf?  U5&I7S 


Edolor 

Assjslan)  Art  Diroaor 

Assistant  Edttors 

Features  Edrtor 

Assstant  Features  Editor 

Tec^^nlca^  Eddor 

Assistant  TechnioaF  Edrtor 

Assistant  Editor. 

Submissons  &  Dtsk  Products 

Editortal  Asskslant 

Copy  Editors 


Progj-amming  Assfsiant 
Coniiibuting  Editors 


Lanco  Elko 
Robtn  L,  Str&low 
Rholt  Anderaan 
Randy  Thompson 
Kctlh  FftrreEl 
Tom  NotseE 
Patrick  Panri$h 
Dale  McBarre 

David  Hvnsiey 
MfCkfry  McLean 
Koren  Sicp^k 
Tammfco  Taylor 
KarAd  UhlgndoH 
Troy  Tu<;ker 
Jim  Bulterfiefd 
(Torortio.  Canada) 
Fred  D'ignazio 
(E.  Lansing,  Ml) 
David  English 


ART  OEPARTMENT 

Junior  Designer  Meg  McArn 

M^Clianpcal  An  Supervisor  Robin  Caia 

MdChanicAl  Artist  Scolty  Blllingt 


PRODUCTIOM 
OEPARTMENT 

Pfodu-ctKjn  Director 

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Typesetting 

Advertising  Production 
AsSiStar^t 


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Oe  PoUer 
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CaroCcr  Dunton 

Anita  Arm  field 


COMPUTE t  PUBLICATIONS 

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PutJliSher/EdrtOnal  DirOCTOf 

Managing  Edl1(^ 

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Executive  Assistant 

Senior  Administrative 

Assistant 

Admini^trativfl  Assistants 


William  Tynan 
KalhFoon  Martinek 
Lence  Elko 
Tony  Roberta 
Janice  R,  Fgry 
Sybil  Agee 

Julia  Fleming 
Iris  Brooks 
Cathy  P^cAlllaiar 


ABC  CONSUMER 
MAGAZINES.  INC. 

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Vice  Pre&ident.  Advertising  Peter  T,  John»m«yef 

Vice  P^esfdent  Orojiation  Robert  L  Gursha 

Vice  PreSMieni,  ProduCl»Dn  tiene  Bef&on-Wfiirter 

Director,  Financial  Anafysis  Andrew  E.  Landi* 

Senior  Art  Director  John  Ciofalo 

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DEPARTMENT 
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Note  to  Readers 

When  writhtg  to  Gazette,  please  write 
to  the  appropriate  department.  This 
helps  us  to  expedite  the  mail  and  pro- 
vide answers  more  quickly.  Address 
general  commeuts  and  questions  to 
"Letters  to  the  Etiilor,"  (For  examples, 
see  below.)  For  technical  and  program- 
ming questions  or  problems,  lorite  to 
"Gazette  Feedback."  If  you  have  a  prob- 
lem with  a  program  we've  published, 
address  it  to  "Bug-Swatter."  Comments 
or  questions  regarding  issues  discussed 
in  columns  may  be  addressed  to  Ga- 
zette in  care  of  the  coiumniit. 


Oown,  but  Hot  Out 

I'm  getting  frustrated  trying  to  find  the 
1750  RAM  Expander,  1  ordered  one 
from  a  mail-order  advertiser,  but  it  was 
not  available.  Is  it  still  being  made,  or  is 
there  a  parts  problem  as  some  suggest? 

joe  Foley 
The  Netherlands 

Commodore  told  us  thai  the  1750REUs  are 
slote  in  coming  because  of  a  RAM -chip 
shortage.  When  She  chip  supply  is  back  to 
normal,  tlie  1 750s  should  be  easy  to  find. 

VMeogames  and  the  64 

I'm  saddened  by  the  fact  that  companies 
like  Sega  and  Nintendo  have  neglected 
the  64.  I  hope  both  companies  make 
software  for  64  users.  Are  there  plans  by 
these  companies  to  publish  games  like 
Super  Mario  Brothers  and  Shinobi? 

Kevin  Lonergan 
Merrick,  NY 

Nintendo  doesn't  need  to  bother.  The  com- 
pany has  its  hands  full  in  supplying  soft- 
ware for  millions  of  Nintendo  videogame 
machines.  In  fact,  Nintendo  is  activeh/  li- 
censing a  number  of  successful  64  titles 
from  game  publislters  like  Epyx. 

Sega,  on  the  other  hand,  has  released 
a  number  of  its  videogames  in  64  format — 
Out  Run,  Space  Harrier,  and  Alien  Syn- 
drome, to  name  a  few.  (We've  seen  Out 
Run,  and  it's  an  excellent  arcade  game.) 
Mindscape  distributes  Sega's  64  games. 

Many  of  the  arcade  games  sold  for 


both  videogame  machines  and  personal 
computers— from  companies  like  Sega, 
Taito,  Data  East,  Capcom,  and  Konami — 
are  translations  from  liie  popular  arcade 
coin-ops.  As  far  as  we  knoiv,  Super  Mario 
Brothers  and  Shinobi  are  not  available  on 
the  64.  But  if  you  like  that  style  of  arcade 
game,  there  are  dozens  of  others  already 
out  tlierc  that  are  just  as  challenging  and 
fun.  Incidentally,  many  arcade  connois- 
seurs feel  that  the  64  delivers  graphics, 
souttd,  and  piayability  better  than  its  video- 
cartridge  cousins. 

Hammering  the  6U  to  Beatti 

You  published  a  reader's  comment 
about  Commodore's  lack  of  interest  in 
service.  Boy,  did  you  understate  it.  I 
have  a  64  and  1525  printer,  both  of 
which  have  been  a  royal  pain.  The  print- 
er still  prints  nothing  except  the  test  pat- 
tern. The  last  shop  I  contacted  said  they 
would  look  at  the  1525  for  S15  ifi  insist- 
ed, but  highly  recommended  I  junk  it  be- 
cause they  consider  it  a  "throwaway" 
printer.  I  wouldn't  wish  Commodore  on 
my  worst  enemy.  It  will  provide  me  one 
moment  of  pleasure  soon,  however.  I 
am  shopping  for  a  new  machine,  and  as 
soon  as  I  buy  a  replacement  (not  a  Com- 
modore), I'm  going  to  take  my  »5 
sledgehammer  and  smash  the  64  and 
1525  flat,  1  admire  you  for  supporting 
the  64,  but  I  think  you're  fighting  a  los- 
ing battle. 

Bill  Fullman 
Baton  Rouge,  LA 

We  know  a  guy  who  had  a  bad  experience 
loith  a  Ford  a  feio  years  ago.  He'll  never 
buy  another.  Others  loyally  buy  Ford  after 
Ford  with  nary  a  complaint.  It  seems  the 
computer  biz  is  just  about  the  same. 

On  Disk,  Too 

In  your  November  issue,  you  published 
a  program,  "Magnifier,"  by  Robert 
Bixby.  Can  you  tell  me  whether  this  is 
included  on  one  of  your  disks?  To  judge 
from  the  article,  this  program  would  be 
very  useful  to  a  member  of  our  family 
with  serious  eyesight  limitations. 

Donald  G.  Dunn 
Berkeley,  CA 

One  of  the  reasons  we  purchased  and  pub- 
lished this  program  was  for  the  reason  you 


state:  It  is  very  helpful  to  the  sight - 
impaired,  Evciy  issue  of  Gazette  has  a 
companion  disk  which  includes  all  the  pro- 
grams found  in  the  corresponding  issue. 
Back  issues  of  monthly  disks  are  available 
for  $15.00  each;  12-month  subscriptions, 
for  $69.95.  Details  may  befomid  elsewhere 
in  this  issue. 

Take  a  Bite  oat  o1  Apple 

In  January's  "Editor's  Notes,"  Lance 
Elko  argued  persuasively  that  Commo- 
dore must  direct  its  strategy  in  a  deci- 
sive  direction.  Interestingly, 
"Commodore  Goes  Back  to  School" 
was  published  just  three  months  earlier 
in  Gazette.  It  is  that  education  market 
that  Commodore  is  poised  lo  collect. 

With  Apple's  recent  price  increases 
(S2,000— IlGS,  $3,000— Mac  SE),  Com- 
modore should  be  able  to  woo  may 
schools  into  its  camp.  Children  like 
bright,  pretty  things,  but  they  hate  to 
read  lots  of  text.  An  Amiga  with  good 
software  can  teach  not  only  graphically, 
but  also  acoustically.  Talking  machines 
really  interest  young  people  (witness 
the  success  of  Speak  'n  Spell),  and  the 
Amiga's  built-in  speech  capabilities  are 
ideally  suited  for  that  purpose. 

High  schools  and  colleges  are  like- 
ly to  be  even  more  interested  in  lower- 
priced  systems  with  CAD/CAM  capa- 
bilities  (industrial  arts  and 
engineering),  spreadsheets  and  word 
processors  (business  classes),  enhanced 
BASIC  (computer  classes),  digital 
sound  (music  department),  and  out- 
standing graphics  (visual  arts),  But 
Commodore  must  show  its  support  and 
be  willing  to  stand  behind  its  machines. 

Commodore  must  direct  its  energy 
to  be  successful,  but  more  importantly 
it  must  be  visible.  Let  the  people  know 
about  the  Amiga,  not  just  hope  for 
word-of-mouth  advertisement.  If  Com- 
modore is  able  to  make  its  presence  felt 
in  the  education  market,  home  users 
will  flock  to  the  system  for  the  same 
reason  that  they  went  to  Apples  (Our 
kids  will  have  an  advantage  because  they 
have  the  same  computer  at  home  that  they 
have  at  school).  Commodore  must  focus 
on  the  education  market  if  the  Amiga  is 
to  be  the  huge  success  it  can  he, 

Andrew  Clark 
St.  fames,  MN 

COMPUTEI's  Gazmta    April  1989    5 


Order  Toll  Free 


Order  Toll  Free 


8QQ-558-0QQ3  t^o^.^Ce.!K^.^o^/e.'^8QQ-558-0003 


COMMODORES 

12K  D  Computer. 45<)  Del 

W-C  Computer 14')  Del 

64-Cwitli  1541C-n 325  Del 

PC-  Colt  with  Monitor  ....7 19  Del 
1084S  Stereo  Monitor  ....  319  Del 

1K02  Monitor ....215  Del 

1571  Disk  Diivt  24')Dcl 

15til  DiskDiive IMDel 

1750  Ram  expander CALL 

1764  Ram  expander CALL 

I'let'  (leli^'el■v  to  the 
contiguous  USA  on  the  items 
Vwilh  "Dtl"  next  to  tlif  prlci'. 


m 

,,^^,     PANASONIC,.,,, 

1 180    fiew Call 

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1191   NEW .....CALL 

1124    tKw  24  pill 329 

NX-IOOO.....?!^.^ 175 

NX- 1000  Rainbow 229 

NX-2400 289 


Avutex  I200E 
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.,65 
135 


C  O  ^1  M   O  tl  O   R  J 

AMIQ 

2  5  0O 
14  M!l7,  68020  CPU 

40  Mej;  Hard  Drive 
3  Meg  RAM 

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Lowest  Price 

jn  >(  1  [  >  im 

AMiS:  /v'lviic/ 


Call  For  The  Lowest  Prices 


r  o  f.1  M  o  D  o  s  1 

^  li  :i  I  ■  d  \va  r  e"~~^ 

Amiga  Biidgelward CALL 

A-2058  2rreg  Ram  Exp  ....CALL 

A-10)0DiskDiive CALL 

A-501  Rarn  Expansion  .....CALL 

Amiga  1084s  Monitoi CALL 

Haid  Dtiwes  (Amiga) CALL 

Livfl{A-2000) , 349 

Live(A-500) 319 

AIR  Internal  Diive  (a-2000)  139 

A^^R  External  Diiye 149 

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More  CP/M  Sources 

I'm  writing  in  response  to  those  128  owners  who  seem  to 
be  having  trouble  finding  CP/M  software.  Here  are  some 
places  to  look: 

1.  Local  user  groups  that  support  the  128. 

2.  Local  BBSs.  (Look  for  128  or  CP/M  boards.  Most 
good  BBSs  will  list  all  types  of  BBS  services  in  your  area. 
You  don't  need  a  CP/M  terminal  program  to  access  the 
CP/M  boards.) 

3.  Dynacomp  (178  Phillips  Road,  Webster,  New  York 
14580)  has  a  large  collection  of  CP/M  software  for  rent  or 
purchase.  They  have  the  Piconet,  CP/M  User's  Group, 
SIG/M,  and  Kaypro  User's  Group  public  domain  series. 
They  also  have  other  programs  listed  in  their  catalog. 

4.  WordStar,  Supi^rcalc,  Worttpac,  and  MBask  can  be 
purchased  from  PDSC,  33  Gold  Street,  L3,  New  York, 
New  York  10038,  for  $39  each. 

5.  QuantumLink  has  its  own  CP/M  software  section 
in  the  CI 28  library. 

6.  There  is  a  resurgence  of  magazine  ads  for  128 
CP/M  software. 

If  anyone  would  like  additional  information,  I'm  will- 
ing to  correspond  as  well  as  make  available  my  collection 
of  public  domain  software. 

jack  Pitgh 
11718  Golden  Blvd. 
Bellevuc.  NE  68323 

Thanks  for  the  helpful  tips. 


BBS  List 

Do  you  have  a  list  of  bulletin  board  systems  or  know 
where  I  could  find  such  a  list? 

Gre^  Goodall 
Petawawa,  Ontario 

We  don't  have  a  comprehensive  list  of  Conwwdore  bulletin 
boards,  but  you'll  find  considerable  help  in  our  next  two  issues. 
In  every  May  and  June  i$$ue,  ive  publish  our  "Guide  to  Com- 
modore User  Groups, "  a  fairly  extensive  list  of  groups,  many  of 
which  have  bulletin  board  numbers  listed.  We  split  the  guide 
into  Hvo  issues  because  of  its  length:  Pari  1  (May)  lists  groups 
in  U.S.  states  beginning  with  letters  A-M;  Part  2  (June)  lists 
groups  in  states  N-Z  and  countries  outside  the  U.S. 

Cammofiore's  Plans 

I'm  interested  in  business  software,  hard  drives,  and  multi- 
tasking. What  does  Commodore  plan  to  do  in  these  areas 
for  the  64  and  128? 

Gili'crf  Fournicr 
Neio  Bedford,  MA 

It's  no  secret  that  Commodore  is  shifting  its  marketing  efforts 
from  the  8-bit  line  (64  and  128)  to  16-bit  computers  (Amiga 
and  IBM-PC  compatibles).  It  will  continue  to  make  64s  and 
128s  as  long  as  they  sell,  but  ads  and  promotions  for  these  ma- 
chines are  scarce. 

We  haven't  heard  about  any  new  hardware  peripherals 
for  the  64  or  128  from  Commodore.  Third-pmrty  manufactur- 
ers like  Xetec  and  jCT  produce  hard  driiws,  and  software  pub- 
lishers such  as  Timeworks,  Softsync,  and  Spinnaker  make 
quality  business  software. 

True  multitasking  is  not  practical  on  the  64  and  128  be- 
cause of  limited  memory  and  slow  microprocessor  speed.  A 
simple  multitasking  utility,  "64  MuUifaskcr,"  appeared  in  the 
November  1986  issue.  This  program  lets  you  run  livo  BASIC 
f)rograms  at  the  same  time.  If  you  really  need  true  multitask- 
ing, hoivever,  you  should  consider  an  Amiga.  G 


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COMpDORE  CLIPS 

*-^rf3^tl%\Vi^Ri5T  ES.     AND     NEW     PRODUCTS 

~~    Ninjas  in  Tandem 


Mickey  McLean 


Twice  a  year  the  electronics  world  gathers  to  show  its  wares.  Although  the 
computer  exhibit  at  this  year's  winter  Consumer  Electronics  Show  in  Las 
Vegas  was  dominated  by  Nintendo  and  Sega  games,  Commodore  software 
publishers  made  their  presence  known. 

Here's  a  look  at  some  of  the  new  products  coming  soon  to  your  64  and 
128. 


A  Jewel  from  Epyx 

Several  new  titles  for  the  64  were  an- 
nounced by  Epyx  (600  Galveston 
Drive,  P.O.  Box  3020,  Redwood  City, 
California  94063),  but  one,  Devon  Aire 
hi  "The  Hidden  Diamond  Caper" 
($29.95),  drew  a  lot  of  attention. 

The  game  puts  you  in  the  role  of 
the  savvy  Devon  Aire,  a  reformed  cat 
burglar.  Devon  has  been  hired  by  the 
v\'ealthy  widow  Crutchfield  to  find 
her  priceless  jewel  collection.  Her  late 
husband  trusted  no  one  and  stashed 
the  jewels  somewhere  In  the  mazelike 
Crutchfield  manor. 

To  find  clues,  you  must  look 
through  30  rooms,  secret  passage- 
ways, and  hidden  doors  that  conceal 
the  mysteries  of  the  mansion.  Objects 
must  be  pushed,  pulled,  stacked,  or 
collected  in  order  to  discover  clues, 
solve  puzzles,  and  find  the  gems. 

In  addition  to  the  mansion's  se- 
crets, you  must  also  avoid  mutant  pig- 
mice  and  killer  canaries,  the  results  of 
Crutchfield's  genetic  experiments. 

You  have  three  lives  to  find  and 
return  the  jewels  them  to  Lady 
Crutchfield,  but  you  must  still  find 
your  way  out  of  the  mansion. 

8     COMPUTE!  s  GazetW     April  1989 


The  Return 
of  Commodore 

For  the  first  time  in  several  years. 
Commodore  made  an  appearance  at 
CES.  Its  large  booth  featured  mostly 
Amigas,  including  the  new  model 
2500.  Commodore  also  showcased  its 
line  of  PC  compatibles  and,  through- 
out its  booth,  hosted  several  software 
publishers  with  new  products. 

Camouflaged  Booth 

Game  publisher  Taito  Software  (267 
West  Esplanade,  Suite  206,  North 
Vancouver,  British  Columbia,  Canada 
V7M)  had  hosts  and  hostesses  dressed 
in  military  camouflage  to  greet  visitors 
as  they  stopped  to  see  Operatiotj  Wolf 
($34,95).  Converted  from  one  of  the 
top-rated  coin -operated  games  of 
1988,  Operaliou  Wolf  is  set  in  a 
steamy  jungle  where  heavily  armed 
terrorists  are  holding  innocent  civil- 
ians hostage.  You  must  instigate  a 
commando-style  mission  to  free  the 
hostages  by  overtaking  captors  in  a 
weapons  facility,  routing  them  from  a 
jungle  hideout,  and  finally  leading  the 


Activision  (Mediagenic,  3885  Bohan- 
non  Drive,  Menlo  Park,  California 
94025)  introduced  the  sequel  to  The 
Last  Ninja  at  Winter  CES.  Last  Ninja  1 
($34.95)  continues  the  original  story 
hne  after  the  defeat  of  Shogun  Kuni- 
toki,  a  samurai  master  who  has  elimi- 
nated the  entire  brotherhood  of  the 
White  Ninjitsi  except  one — the  Last 
Ninja. 

The  sequel  takes  you  from  the 
shogun's  domain  in  Japan  to  the 
streets  of  Manhattan,  where  you  must 
destroy  the  samurai  master  Armakuni. 
In  order  to  succeed,  you  must  use 
martial  arts  skills  to  defeat  the  corrupt 
members  of  New  York's  police  force 
who  protect  the  villain. 

There  are  seven  levels  to  battle 
through,  including  Central  Park,  the 
street,  the  sewers,  the  mansion,  the 
high-rise,  and  the  Inner  Sanctum.  The 
city  features  mazes  to  explore,  puzzles 
to  solve,  and  enemies  to  fight,  includ- 
ing the  samurai  master's  henchmen 
and  a  dangerous  leopard.  Your  ninja 
is  equipped  with  an  arsenal  of  weap- 
onry including  swords,  staffs,  nuncha- 
kus,  and  a  shuriken. 


laihi  iUew  a  lot  of  attention  with  Operation 
Wolf. 

hostages  aboard  a  rescue  plane. 

In  the  game's  six  missions,  you 
must  overcome  enemy  gunboats,  heli- 
copters, armored  vehicles,  and  enemy 
soldiers.  Sound  effects  include  the 
sound  of  rotor  blades  and  staccato 
bursts  of  gunfire. 


COMMODORE  CLIPS 

NEWS,     NOTES,     AND     NEW     PRODUCTS 


Magic  Man  Hits 
Computer  Courts 

In  keeping  with  tlie  recent  trend  of 
sports-superstar  endorsments,  Virgin 
Mastertronic  (711  West  17th  Street, 
Suite  G9,  Costa  Mesa,  California 
92627)  announced  that  "Magic"  John- 
son of  the  world-champion  LA,  Lak- 
ers will  endorse  its  upcoming 
basketball  game  under  the  Melbourne 
House  label. 

Magic  Johnson's  Basketball  will  be 
a  translation  of  the  new  arcade  coin- 
op,  Magic  Johnson's  Fast  Break.  John- 
son not  only  contributed  his  name  to 
the  product,  but  also  provided  com- 
mentary on  style  and  technique  dur- 
ing the  development  process. 

The  game  features  seven  rounds 
of  two-on-two  play  and  then  a  final 
round  where  you  face  Magic  himself. 
You  can  execute  plays  such  as  the 
pick  'n'  roll  alley-oop,  slam  dunk, 
and  fast  break. 

futuristic  Role  Playing 

Infocom  (125  CambridgePark  Drive,  Cambridge,  Massachusetts  02140}  claims 
to  have  produced  the  largest  computer  role-playing  game  available.  BattlcTech 
($39,95)  has  a  geography  of  over  4  million  locations. 

The  story  line  places  you  in  the  role  of  Jason  Youngblood,  who  must  battle 
against  the  Kurita  warriors.  His  father,  the  legendary  BattleMcch  warrior,  led  a 
squadron  to  meet  the  enemy  but  has  never  returned.  In  addition  to  saving  the 
planet,  you  must  also  find  your  father. 

Animated  out-takes  display  emotional  responses  of  the  characters  and 
zoom  in  on  the  battle-action  sequences. 

You  can  also  sharpen  your  battle  skills  by  visiting  The  Arena,  which  can 
help  you  build  up  your  cash  and  practice  your  skills  as  a  Mech  warrior.  As  the 
game  progresses,  the  battles  become  more  frequent  and  deadly.  Should  you  not 
want  to  fighl  a  particular  battle,  an  intelligent  program  in  the  game  fights  it  for 
you. 

Arcadia  from  EA 

Electronic  Arts'  (1820  Gateway  Drive,  San  Mateo,  California  94404)  affiliate  la- 
bel Arcadia  has  introduced  Arlura  ($39.99),  This  arcade  adventure  places  you  in 
the  title  role  of  High  King.  To  defeat  a  horde  of  invaders,  you  must  unite  the 
chieftains  of  Britain  under  your  leadership.  To  do  this  you  must  gain  possession 
of  long-lost  sacred  treasures. 

You  must  find  the  missing  Merdyn  the  Mage,  who  knows  where  the  trea- 
sures are.  You  suspect  foul  play,  but  your  only  clue  is  that  your  evil  half  sister, 
Morgause,  has  kidnapped  Nimue,  Merdyn's  apprentice. 

To  obtain  the  glory  of  High  King,  you  must  rescue  Merdyn  and  recover  the 
treasures. 


Quality  Joysticks  for  Less 

Camerica  {230  Fifth  Avenue,  New  York,  New  York  10001)  announced  a  new 
line  of  inexpensive  joysticks  for  the  Commodore  64  and  128,  Each  of  the  low- 
cost  models  features  the  popular  pistol-grip  design  used  in  arcades.  The  Mag- 
num (S7.99)  and  the  Warrior  ($7.99)  have  bubble  switches,  while  the  Dragon 
(S9.99)  has  a  combination  of  bubble  and  micro  switches.  The  Micro  Master 
($15,99)  has  all  micro  switches. 


Microlllusions  Has 
the  Rights 

Microlllusions  (17408  Chatsworth 
Street,  Granada  Hills,  California 
91344)  announced  its  purchase  of  the 
publishing  rights  to  Dondra^A  New 
Begimiitjg  ($49.95)  from  Spectrum 
HoloByte.  Microlllusions,  whose  prod- 
ucts are  distributed  by  Mediagenic, 
will  also  be  producing  all  further  in- 
stallments in  the  Questmaster  series, 
including  the  Dondra  Trilogy. 

The  ultimate  goal  in  the  graphics-/ 
text-adventure  trilogy  is  to  destroy  the 
occupying  evil  and  restore  the  ;vorld 
of  Dondra  to  its  rightful  position  as 
leader  of  a  peaceful  universe. 

Players  receive  experience  points 
based  on  attributes  of  play  such  as 
items  gained,  how  the  Crystal  Prism 
was  acquired,  the  number  of  times  the 
game  was  saved,  and  the  amount  of 
time  taken  to  complete  the  quest.  All 
experience  points  can  be  transported 
into  future  Questmaster  modules, 

COMPUWs  Galeae    April  1969    9 


COMMODORE  CLIPS 


•♦M## 


Bad  Dudes  Around  the  Corner 


M### 


NOTES,     AND     NEW     PRODUCTS 


The  Force  Is  with  Us 

Stnr  Wars  is  back.  Brctderbund  (17 
Pan!  Drive,  Snn  Rafael,  California 
94903)  introduced  a  software  version 
of  the  mega-hit  movie. 

Based  on  the  Lucasfilm  movie 
and  coin-op  videogame,  Slar  Wars 
($29.95)  places  you  in  the  role  of 
Luke  Skywalker  as  you  maneuver 
your  X-Vk-ing  fighter  through  attack 
waves  in  an  attempt  to  destroy  the 
Empire's  Death  Star. 

Your  3-D  view  from  the  cockpit 
provides  images  similar  to  ones  seen 
in  the  movie. 


A  Titanic  Adventure 

IntraCorp  (14160  SW  139th  Court, 
Miami,  Florida  33186)  showed  the 
new  Capstone  adventure  simulation, 
Search  far  the  Titanic  (S34.95). 

The  world's  most  famous  ship- 
wreck is  now  on  the  computer  screen 
with  the  challenges,  dangers,  excite- 
ment, and  realism  of  scientific  under- 
water exploration,  The  game  was 
reviewed  for  accuracy  by  staff  mem- 
bers at  the  Woods  Hole  Oceanograph- 
ic  Institution,  the  organization  that 
first  discovered  and  photographed  the 
Titanic  wreck.  The  program  contains 
digitized  pictures  from  the  actual 
photos  of  the  Titanic,  taken  at  a  depth 
of  more  than  12,000  feet. 

You  begin  as  an  inexperienced 
oceanographer  searching  for  the 
wreck  of  the  Titanic.  To  build  your 
reputation  as  an  explorer,  you  must 
gain  points  for  finding  and  exploring 
other  tost  vessels  and  earning  the  re- 
sources necessary  for  a  Titanic  search. 

Search  for  the  Titanic  features  over 
100  navigational  maps  and  charts,  47 
ports  of  call,  realistic  weather  patterns 
and  currents,  sonar,  magnetometers, 
underwater  cameras,  and  minisubs. 

Once  you've  discovered  the  ship 
and  its  treasures,  you  are  rewarded 
with  the  digitized  pictures  of  the 
wreck  site.  G 


Another  popular  coin-op  that's  coming  to  the  64  was  introduced  by  Data  East 
(470  Needles  Drive,  San  Jose,  California  95112),  Bad  Dudes  ($34.95)  features 
fast  and  furious  action  in  the  form  of  street  fighting. 

You  assume  the  role  of  a  modern-day  hero  on  a  mission  to  rescue  the 
President  of  the  United  States  from  deadly  kidnappers.  Blade  and  Striker  are 
two  street  fighters  out  to  preserve  good  and  justice.  They  must  fight  their  way 
through  waves  of  ninjas,  dogs,  and  other  enemies,  using  weapons  such  as 
knives,  shurikens,  nunchakus,  and  their  fists. 

Fast  reflexes  and  the  ability  to  stay  calm  under  pressure  are  requirements 
in  this  two-player  game. 

Hi  Tech  Affiiiates 

Hi  Tech  Expressions  (584  Broadway,  New  York,  New  York  10012)  announced  a 
new  affiliate-label  program  designed  to  make  popular  software  titles  from  a 
wide  variety  of  publishers  available  to  the  mass  market.  Hi  Tech's  effort  posi- 
tions the  company  as  a  publishing/distribution  option  for  developers  and  pub- 
lishers who  wish  to  enter  the  value-priced  computer  software  market. 

The  company's  first  affilialod-labe!  agreement  is  with  Datasoft,  a  recent  ac- 
quisition of  The  Software  Toolworks,  Hi  Tech  has  shipped  three  Datasoft  game 
titles  already,  with  several  more  to  follow, 

The  initial  releases  include  Bruce  Lee,  Conan,  and  Zorto. 

Tangled  Up  with  Origin 

Origin  Systems  (136  Harvey  Kond,  Building  B,  Londonderry,  New  Hampshire 
03053),  through  its  new  distributor  Droderbund,  introduced  Tangled  Tales 
($29.95),  a  fantasy  role-playing  adventure  that  casts  you  as  a  wizard's  appren- 
tice. You  receive  three  progressively  difficult  tasks  to  perform  as  proof  of  your 
worthiness.  The  game  features  a  world  of  haunted  houses,  medieval  fortresses, 
and  contemporary  country  farms.  Along  the  way  you  meet  more  than  50  odd 
characters. 

Tangled  Tales  has  an  easy-to-use  menu  and  icon  interfaces,  and  the  game 
has  a  somewhat  lighter  theme  than  others  in  this  genre. 
10     COMPUTE rs  Gazette     April  1989 


TM 


Jl'M 


Classic  Ultima 

3  Distinctive  Games 
for  the  Price  of  1 


Uiscover  the  greatest  value  in 
entertainment  software  today. 
Three  extraordinary  games  from 
the  finest  fantasy  and  role-playing 
seriesof  all  time - 

at  the  price  of  only  one. 

More  than  1  million  speltbound 
fans  worldwide  have  explored  the 
richness  and  imagination  of  the 
worlds  Lord  British  created  in  the 
Ultima  series.  Now  you  can  take 
up  the  challenge  yourself- to  van- 
quish the  monstrous  Triad  of  Evil ! 
Cast  magic  spells,  probe  mysteri- 
ous dungeons  and  towers,  battle 
ghastly  creatures  and  delve  into 
the  secrets  of  enchanted  lands. 
You'll  discover/)i(«<i/ct/5  of  hours 
of  fascinating  gameplay ! 


To  get  your  copy  of  the  Utilma  Trilogy,  either 

1)  visit  your  local  retailer, 

2)  call  1-800-999-4939  Bam  10  5pm  EST  to  order  by  VISWMC.  or 

3(  mail  check  (U.S.  S)  or  VISA/MCS.  cardtiolder  name 
and  Qxpiralion  date  to  Origin.  All  versions  $59.95. 
Allow  1-£  weeks  for  delivery. 

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Ultima  Is  a  registered  trademark  of  ORIGIN. 


Complete  your  Ultima  Series  Collection  and  discover  the  "origin  " 
of  this  critically  acclaimed  saga. 

All  the  compelling  action  and  siratgey  of  the  first  Ultima  trilogy, 
together  at  last  -  including  the  new  Origin  release  of  Ultima  II: 
The  Revenge  of  the  Enchantress! 

Enjoy  three  best  sellers  at  a  suggested  retail  price  of  only  $59.95, 
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Londonderry,  NH  03053 


Programming  is  an  excellent  hobby.  It's  fun 
to  make  your  computer  do  what  you  want  it 
to.  However,  when  it  comes  to  writing  a 
complete  program,  it's  time  to  step  back  and 
think  about  your  goals.  How  will  you  go 
about  writing  the  program?  What  tools  will 
you  use?  What  steps  will  you  take  on  your 
way  to  completing  the  project? 

Some  programmers  follow  a  certain 
procedure  each  time  they  write  a  program. 
They  might  have  learned  the  steps  from  a 
book  or  a  programming  class,  or  they  might 
have  picked  up  certain  habits  as  they  taught 
themselves  how  to  make  a  working  pro- 
gram. Other  programmers  just  sit  down  and 
start  typing.  Even  these  programmers, 
though,  already  have  many  of  the  necessary 
elements  of  the  program  in  their  heads 
before  they  begin.  We'll  take  a  look  at  sever- 
al programming  strategies.  If  you're  a  be- 
ginner, you'll  find  out  what  considerations 
are  common.  If  you're  an  intermediate  pro- 
grammer, you'll  learn  how  to  tackle  larger 
projects.  And  if  you're  an  expert,  you  may 
benefit  by  analyzing  your  own  strategies. 

Coming  I'p  With  an  Idea 

This  is  where  most  people  get  stuck.  It's  not 
enough  to  come  up  with  a  hazy  idea  of  what 
kind  of  program  you  want;  you  need  to  de- 
fine exacdy  what  you're  out  to  accomplish. 
Many  successful  programmers  do  this  in 
their  heads,  but  it  can  be  helpful  to  write 
down  a  specific  plan  of  attack.  This  may 
include  a  complete  specification  for  a  pro- 
gram. Drawing  sample  screens  and  plan- 
ning sound  effects  can  also  help. 

Many  times  you'll  come  up  with  an 

12     COMPUTErs  GaiettB     April  1969 


Rhett  Anderson 

und 
Randy  Thompson 


Take  complete 
cantrol  of  your 

computer — 

program  itJ  Tw) 

veteran 

programmers 

discus.^  the  tools 

and  the  methods 

of  the  tradc.T 


idea  when  you're  investigating  the  capabili- 
ties of  the  machine.  You  might,  for  example, 
be  reading  about  the  VIC-II  video  chip  in 
Mapping  the  64  and  think  of  a  great  new 
technique  for  scrolling  the  screen.  Then  you 
might  think  of  a  program  that  would  take 
advantage  of  this  technique.  Add  a  few 
things  you've  learned  about  rotating  sprites, 
and  you  might  have  a  complete  program. 

Sometimes  you  can  get  stuck  because 
you  know  the  limitations  of  the  machine. 
Getting  ideas  from  less  computer-literate 
friends  can  expand  your  horizons.  Their 
thoughts  aren't  limited  to  eight  sprites,  three 
sound  voices,  64K  of  RAM,  and  16  colors. 

Take  clues  from  other  media.  The  next 
time  you  watch  Iron  or  Star  Wars,  or  the  next 
time  you  watch  the  nightly  news,  try  to  get 
ideas  that  would  make  for  a  good  program. 

The  best  audience  for  your  ideas  is  you. 
If  you  find  that  you  need  a  certain  utility 
while  you  program  or  if  you  think  you  have 
some  great  ideas  for  a  word  processor,  write 
it  yourself,  if  you  need  it,  maybe  other  peo- 
ple do,  too.  Necessity  is  the  mother  of  in- 
vention, after  ail. 

If  all  else  fails,  give  your  subconscious  a 
try.  Many  great  game  ideas  have  come  from 
dreams.  Keep  a  notepad  and  pencil  at  your 
bedside,  just  in  case. 

Keep  in  mind  that  not  all  ideas  are  prac- 
tical or  even  possible.  What  may  be  a  unique 
and  interesting  concept  may  prove  impossi- 
ble to  implement  on  a  microcomputer  such 
as  the  64.  Often,  however,  ideas  can  be 
scaled  down  to  fit  within  the  confines  of  the 
machine.  And  if  you're  designing  a  urility,  be 
sure  that  you're  not  just  creating  a  solution 
for  which  there  is  no  problem. 


Choosing  a  Language 

Although  it's  theoretically  possible  to  write 
a  program  in  almost  any  language,  some 
languages  are  best  suited  to  particular  types 
of  applications.  (You  wouldn't  want  to  write 
a  game  in  COBOL.)  For  most  purposes, 
BASIC  will  suffice.  You  can  even  use  a 
BASIC  compiler  like  BASIC-64  from  Abacus 
to  speed  up  your  efforts.  For  more  advanced 
programs  and  fast-action  games,  where 
speed  is  critical,  machine  language  is  proba- 
bly the  best  choice. 

Commodore  64  and  128  owners  are 
fortunate  that  their  computers  can  run  a  va- 
riety of  languages.  Available  programming 
languages  include  BASIC,  assembly  (or  ma- 
chine) language,  FORTRAN,  COMAL, 
PROMAL,  Pascal,  C,  Ada,  and  a  few  others. 
BASIC  and  assembly  language  arc  the  most 
popular  languages  for  8-bit  Commodore 
computers  for  several  reasons.  Both  lan- 
guages are  built  into  the  computer.  If  you 
plan  on  writing  a  program  for  publication  in 
a  book  or  magazine,  you  should  probably 
use  one  of  these  two  languages.  You  can,  of 
course,  use  any  language  if  you're  writing 
software  for  your  own  use. 

Tools 

Programming  utilities  make  life  easier. 
Cross-reference  programs,  debuggers,  ma- 
chine language  monitors,  and  BASIC  exten- 
sions that  add  helpful  editing  commands  all 
have  their  place.  With  the  right  tools,  you 
can  cut  your  programming  time  in  half. 

Some  utilities  can  be  used  with  several 
languages.  SYSR£S  (from  Solidus  Interna- 
tional), for  example,  can  be  used  to  edit  64 
BASIC  or  assembly  language  text  files.  Ga- 
zette's own  "MetaBASIC"  can  aid  in  editing 
BASIC  programs  and  assembly  language 
programs  written  in  PAL  or  Burfdy-I2S. 
Sprite  editors,  character  editors,  and  sound 
editors  are  all  vital  programming  tools.  Ga- 
zette has  published  several  such  editors. 

If  you  choose  to  write  your  program  in 
BASIC,  you  may  consider  purchasing  a 
cross-reference  utility  such  as  X-Ref  64, 
from  Abacus,  This  type  of  tool  evaluates 
your  program  and  creates  printouts  that  list 
program  variables  and  line-number  refer- 
ences— an  invaluable  tool  for  debugging. 
You  might  also  consider  using  a  BASIC  edi- 
tor enhancer  such  as  SYSRES  or  MetaBASIC, 
These  utilities  offer  trace  commands  that 
allow  you  to  track  program  flow. 

No  assembly  language  programmer 
should  be  without  a  good  machine  lan- 
guage monitor.  If  you  can  find  one,  try  to 
get  a  monitor  that  allows  you  to  single-step 
through  your  program. 


If  you're  using  another  language,  like 
Pascal  or  C,  you  can  use  the  tools  and  utili- 
ties provided  with  the  package. 

Decisions,  Decisions 

Once  you  have  your  idea  straight  and  your 
programming  environment  fine-tuned,  it's 
time  to  start  making  hard  choices.  Like  it  or 
not,  there  are  certain  restrictions  that  every 
programmer  must  face.  These  include  time 
restraints,  hardware  limitations,  and  the 
limitations  of  your  abilities  and  experience. 
If  you  try  to  tackle  too  tough  a  job  too  early 
in  your  programming  career,  you're  bound 
to  get  frustrated.  Back  off  and  try  something 
a  bit  less  challenging. 

Just  what  will  be  the  look  and  feel  of 
the  program?  Will  your  program  require 
graphics?  If  so,  what  sort?  Will  you  use 
sprites?  The  hi-res  screen?  Redefined  char- 
acters? Be  sure  to  read  up  on  the  techniques 
for  using  the  graphics  you  need. 

What  about  the  user  interface?  If  your 
program  is  an  arcade  game,  you'll  probably 
want  to  use  a  joystick.  A  strategy  game 
could  use  either  joystick  or  keyboard.  If 
you're  designing  a  productivity  application, 
you  might  want  to  consider  using  a  mouse, 
pull-down  menus,  and  windows.  The  added 
effort  will  make  the  program  easier  to  use 
and  much  more  visually  appealing. 

To  find  out  whether  your  program  is 
intuitive,  get  an  inexperienced  computer 
user  to  test  it.  People  who  are  unfamiliar 
with  computers  will  do  things  you'd  never 
think  of.  It's  important  that  anyone  be  able 
to  use  your  program.  To  help  make  this  pos- 
sible, you  should  think  about  adding  de- 
scriptive error  messages  and  help  screens. 
One  well- writ  ten  help  screen  can  replace 
pages  of  documentation. 

Organize 

When  you're  ready  to  write  your  program, 
you  must  decide  exactly  how  it  will  be  orga- 
nized. Most  programmers  break  their  code 
into  subroutines  or  subprograms,  where 
each  subsection  performs  a  specific  task. 
These  sections  can  be  tested  independendy 
prior  to  being  glued  together  into  a  com- 
plete program. 

How  you  execute  each  section  is  very 
important.  Some  parts  may  need  to  be  writ- 
ten in  machine  language  for  speed.  Others 
may  be  interrupt-driven,  such  as  back- 
ground music  or  sprite  animation. 

Memory  organization  can  be  critical  in 
many  64  programs,  especially  those  that  use 
hi-res  screens,  sprites,  or  redefined  charac- 
ter sets.  The  4K  block  of  memory  starting  at 
$C00O  (49152)  is  often  used  for  data  stor- 

COMPUTErs  Gazette     April  1989     13 


age.  If  your  program  has  to  interact  with  a 
utility,  keep  in  mind  that  many  utilities  will 
use  all  or  part  of  this  space  (for  example,  the 
DOS  Wedge).  If  your  memory  layout  will  be 
complicated  or  unusual,  consider  drawing  a 
memory  map  sho\ving  where  each  memorj'- 
requiring  element  will  go. 

Over  the  years,  many  methods  of  pro- 
gram organization  have  been  taught.  Flow 
charts  were  in  vogue  for  a  wrhile,  A  flow 
chart  is  a  diagram  of  the  program's  logic. 
This  is  a  high-level  look  at  what  the  key  de- 
cisions and  functions  of  the  program  are. 

Many  programmers  use  pseudocode 
when  planning  their  programs.  Pseudocode 
is  similar  to  procedural  languages  like  Pas- 
cal and  C,  but  it  is  interspersed  with  plain 
English  phrases. 

Now  is  the  time  to  choose  between  top-  | 
down,  bottom-up,  and  modular  program- 
ming. In  top-down  programming,  you  first 
plan  the  overall  flow  of  the  program  with  a 
flow  chart  or  with  pseudocode.  After  you've  '{ 
finished  designing  the  main  program,  you 
design  the  subroutines  it  uses.  These  sub- 
routines might,  in  turn,  rely  upon  other  sub- 
routines. Sooner  or  later  you'll  reach  the 
bottom  of  the  nest,  where  you'll  have  to 
handle  all  the  details. 

In  bottom-up  programming,  you  start 
by  writing  routines  that  you  believe  will  be 
necessary  for  the  program  you're  working 
on.  These  routines  might  be  your  low-level 
sound  or  sprite  handlers.  Starting  from 
these  routines,  you  build  a  program  which 
connects  the  pieces. 

Modular  programming  unites  top- 
down  and  bottom-up  programming.  In 
modular  programming,  you  define  the  in- 
terfaces for  the  routines  you  will  need.  Each 
module  can  be  independently  tested  before 
it  is  used. 

When  you  write  a  large  program,  you'll 
probably  pick  and  choose  among  all  of 
these  methods.  If  you  find  yourself  getting 
lost,  try  a  different  approach. 

The  Final  Product 

Sooner  or  later,  you'll  decide  that  your  pro- 
gram is  finished.  Take  one  last  look  at  it. 
You've  probably  solved  some  new  prob- 
lems during  your  ordeal.  Keep  the  solutions 
(and  more  importantly,  the  methods  you 
used  for  coming  up  with  the  solutions)  in 
your  head  for  the  next  program  vou  write. 
If  your  program  is  for  your  own  use, 
you've  finished.  If  it's  designed  to  be  used 
by  a  friend,  or  if  you're  selling  the  program, 
it's  time  to  beta -test  the  software  and  write 
the  documentation.  Since  you  wrote  the 
program,  it  will  be  obvious  to  you  how  each 

14     COMPUTEIs  Gazelle     April  1989 


feature  works.  If  it's  not  obvious  to  the  peo- 
ple that  beta -test  your  software,  you'll  have 
to  make  some  modifications  to  your  pro- 
gram or  be  more  explicit  in  your  instruc- 
tions. Documentation  is  an  important  part 
of  any  program. 

Finishing  your  first  program  is  an  excit- 
ing experience.  And  with  each  new  program 
that  you  write,  you'll  find  tools  and  tech- 
niques of  your  own  to  tackle  new  and  more 
challenging  problems.  In  the  following  arti- 
cle, you'll  see  how  our  technical  editor  tack- 
les a  programming  problem. 


<»  JAtJyh^iHi         Glossary  of  Terms 


!«  tiriil  n(it 

i!ii-t!u'i-   Mim 


'miuitiv'',  i^i^t  an 
incxju'riciH'i'tl 

Vt'omjjutcr 'User' it^v 
iiM  ti.  IVoplo  j 

I,;; ;  ..who. arf',;i! 
,L;Oijfan)i^liai',,vvi 

,,;l'«)mp«t«!  ?:»,.«' 
lings  V«' 


'.^  T'r' 


assembler.  A  program  which  translates  as- 
sembly language  source  code  into  machine 
language. 

beta-test.  The  process  of  testing  a  program, 
conducted  by  someone  other  than  the 
programmer. 

compiler.  A  program  which  translates  the 
source  code  of  a  high-level  language  into 
machine  language. 

debugger.  An  environment  which  allows 
you  to  interact  with  the  object  code  of  a 
program.  Typical  features  include  single- 
stepping  through  the  instructions  of  a  pro- 
gram and  analysis  of  the  variables  of  a 
program. 

DOS  Wedge.  A  commonly  used  program 
(comes  with  the  computer)  for  the  64  and 
128  that  allows  easy  access  to  the  disk  drive. 
flow  chart.  A  graphical  representation  of 
the  logic  flow  of  a  program. 
high-level  language.  A  portable  language, 
such  as  BASIC  or  Pascal,  which  provides 
abstractions  that  allow  programmers  to  ig- 
nore the  details  of  machine  code. 
interrupt-driven.  Describes  a  section  of 
program  code  that  operates  upon  an 
interrupt. 

(machine  language)  monitor.  A  program 
which  lets  you  work  interactively  with  ma- 
chine language  code, 

memory  map.  A  diagram  which  graphically 
depicts  the  memory  layout  used  by  a 
program. 

object  code.  The  code  which  is  generated 
by  a  high-level  language  compiler  or  an 
assembler. 

pseudocode.  A  section  of  code  ivritten  in  a 
combination  of  a  high-level  language  and  a 
human  language. 

redefined  characters.  Replacement  defini- 
tions for  one  or  more  characters.  Often  used 
for  foreign  language  characters  or  graphics 
on  the  standard  text  screen. 
source  code.  Code  written  in  a  high-level 
language  or  assembly  language. 


.1 


king  It  Work 


•^iiit^^ 


Writing  a  program,  like  any  other 
task,  is  greatly  simplified  if  you  ap- 
ply the  old  adage  "Divide  and  con- 
quer." Begin  with  an  overall  picture 
of  what  you  want  to  accomplish  in 
the  program,  and  then  break  it  into 
smaller,  less  complex  bits. 

We'll  see  how  this  approach 
works  as  we  go  about  writing  a 
sample  program  on  the  Commo- 
dore 64.  And  in  the  process,  we  can 
examine  some  of  the  important  as- 
pects of  programming. 

The  Idea 

The  first  step  in  writing  a  program 
is  deciding  what  you  want  the  pro- 
gram to  do.  For  demonstration  pur- 
poses, let's  write  a  short  BASIC 
game.  A  classic  that's  relatively 
easy  to  write  is  the  game  of  trap. 

In  this  game,  two  players  are 
initially  positioned  in  the  middle  of 
a  play  field  surrounded  by  a  border. 
When  the  game  begins,  the  two 
players  advance  toward  one  another; 
each  leaves  behind  a  trail.  The  ob- 
ject of  the  game  is  to  avoid  all 
obstructions — your  own  trail,  the 
other  player's  trail,  and  the  bor- 
der— for  as  long  as  you  can. 

Knowing  what  the  program's 
going  to  be  about,  we  can  now  or- 
ganize our  tools  for  the  job.  Since 
the  program  will  be  written  in 
BASIC,  get  a  copy  of  the  program- 
ming utility  "MetaBASIC"  (in  the 
February  1987  issue)  if  you  can. 
You'll  also  want  some  pertinent  ref- 
erence  books.  Two  excellent 
sources  that  demonstrate  a  number 
of  programming  techniques  are 
Commodore  64  Programmer's  Refer- 
ence Guide  and  Programming  the 
Commodore  64,  by  Raeto  West. 

.\  Procedural  Outline 

Before  we  actually  start  writing  the 
program,  we  need  to  "rough  it  out." 
That  is,  we  want  to  list  in  order  the 
major  routines  that  will  appear  in 
the  program. 


Patrick  Parrisli 

Remember:  As  the  program 
develops,  some  routines  will  be 
added,  others  deleted.  This  is  only 
natural,  so  don't  worry  if  you  don't 
get  it  right  the  first  time.  Your  pro- 
cedural list  can  and  will  change 
along  the  way.  A  step-wise  proce- 
dure for  our  program  would  go 
something  like  this: 

1.  InitialiKC  variables. 

2.  Set  up  play  field. 

3.  Last  round?  If  yes,  then  step  15. 

4.  Cheek  player  I's  joystick, 

5.  Update  player  I's  position. 

6.  Player  1  collision? 

7.  If  so,  update  score  and  round 
number;  then  go  to  step  2. 

8.  1/  no  collision,  move  player  1. 

9.  Check  player  2's  joystick, 

10.  Update  player  2's  position. 

11,  Player  2  collision? 

12,  If  so,  update  score  and  round 
number;  then  go  to  step  2. 

13.  If  no  collision,  move  player  2. 

14.  Co  to  step  4. 

15,  Bnd-of-game  routine. 

If  you  know  how  to  construct  a  flow 
chart,  you  may  prefer  to  represent 
the  procedural  outline  in  that  form. 
After  you've  listed  the  routines 
in  the  program,  the  project  becomes 
a  lot  simpler.  If  you're  uncertain 
about  how  you're  going  to  write 
each  routine,  look  in  your  reference 
books  for  similar  routines  in  other 
programs.  Also,  magazines  or  books 
with  type- in  programs  are  helpful. 

Write  the  Program 

Since  this  is  a  game  program,  the 
most  important  routine  in  terms  of 
the  overall  program  development  is 
the  second  one  above — setting  up 
the  play  field.  Let's  begin. 

First,  using  a  screen-memory 
map  (found  in  your  user's  guide), 
draw  the  play  field  exactly  as  you'd 
envision  it.  The  play  field  is  sur- 
rounded by  a  border,  except  the 
first  and  last  lines  of  the  screen, 
which  will  hold  each  player's  score. 
Characters  representing  the  two 
players  are  positioned  on  the 
screen,  along  with  a  message  that 
tells  users  how  to  start  the  gaflie. 


Next,  using  the  screen  dia-  ;| 
gram,  write  the  routine  that  draws 
the  play  field  (lines  140-260).  No- 
tice that  1  POKEd  the  correspond- 
ing color  byte  before  POKEing  each 
border  character.  This  prevents  a 
flickering  effect,  should  the  original 
background  color  be  different  from 
the  color  I  POKEd.  Also,  1  defined 
the  border  character  and  color,  as 
well  as  those  of  the  players,  as  vari- 
ables. You  could  change  them  later 
with  little  effort— perhaps  to  give 
the  game  a  different  look. 

The  rest  of  the  program  grows 
from  this  routine.  The  listing  is  lib- 
erally commented  with  REMarks, 
so  you  shouldn't  have  trouble  fol- 
lowing it. 

Teat  and  Enhance 

Once  you  have  the  program  run- 
ning, concentrate  on  debugging  and 
improving  it.  There  are  a  number  of 
enhancements  you  can  add.  These 
include  sound,  redefined  characters 
for  the  players,  and  various  play  op- 
tions (for  example,  providing  differ- 
ent speeds  and  randomly  placing 
obstruchons  on  the  play  field). 

If  you  find  the  game  a  little 
sluggish,  there  are  many  ways  that 
you  can  speed  it  up.  First,  you  can 
define  all  constants  in  the  game 
loop  (lines  300-480)  as  variables. 
But  to  accomplish  the  ultimate, 
you'll  have  to  rewrite  the  loop  in 
machine  language  (ML). 

If  you're  unfamiliar  with  ma- 
chine language,  a  short  program 
like  this  one  is  an  ideal  place  to  gain 
some  experience.  Start  with  simple 
routines  rather  than  trying  to  write 
an  entire  program.  Of  course,  if  you 
take  on  this  project,  you'll  need  an 
assembler  (PAL— available  through 
Spinnaker  Software — is  superb)  and 
an  ML  monitor  {"Supermon  64" — 
published  in  COMPUTEl's  Machine 
Language  for  Beginners,  by  Richard 
Mansfield — is  a  favorite).  Also, 
some  books  on  ML  would  be  handy. 
See  program  listing  on  page  76.      G 

COMPUTE!  s  Gazette     April  1969    15 


;iiiiViiiliiiltlilWilliimilUViilltUliHtUl\lllkiilWllt«llMtaUU\^WiMWuWiMttW\V.'' 


Buyer's  Guide  To 

PROGRAMMIN 
AIDS 


Caroline  D.  Hanlon 


■'%'■ 


Serious  about  programming?  You  can  mal<e  tlie  job  much  easier  and  save  a  lot  of  time  with  tiie  right  tool. 
This  guide  shows  what's  currently  available  for  64  and  128  programmers. 


ADA  Training  Course 

Abacus 
$39.95 

ADA  is  the  program-development  language 
of  the  U.S.  Department  of  Defense,  and  ttiis 
package  contains  tools  for  creating  pro- 
grams in  that  language.  The  system  includes 
an  editor,  syntax  checker  and  compiler,  as- 
sembler, disassembler,  and  manual. 

Assembler/MonKor 

Abacus 
S39.95 

Programmers  can  develop  machine  lan- 
guage programs  for  the  54  with  this  pack- 
age. The  assembler  supports  macro 
assembler  capabilities,  conditional  assem- 
bly, full-screen  editing,  symbol-table  listings, 
and  source-file  chaining.  It  can  assemble  to 
bisk,  tape,  or  memory  The  monitor  pro- 
gram can  be  used  to  hunt,  disassemble 
code,  transfer  or  compare  blocks  of  data, 
access  other  memory  banks,  quick-trace 
with  breakpoints,  or  perform  single-step  ex- 
ecution. The  monitor  and  assembler  pro- 
grams can  coexist  and  are  both  written  in 
machine  language. 


BASIC-128 

Abacus 
Cammodare  128 

S59.95 

BASIC-T28  is  a  compiler  to  speed  up 
BASIC  2.0  and  7.0  programs  on  the  128. 
The  program  can  be  used  to  manage  mem- 
ory compile  programs  in  speed  code  (pseu- 
docode) or  machine  language,  optimize 
FOR -NEXT  loops,  send  commands  to  the 
disk  drive,  or  change  compiling  parameters. 
The  128  version  offers  high-precision  math 
functions  and  uses  integer  and  formula  opti- 
mizing techniques.  The  package  also  con- 
tains a  runtime  module, 

BASIC-64 

Abacus 
S39.95 

BASIC-64  is  a  compiler  for  increasing  ihSJl 
speed  of  BASIC  programs.  The  program 
can  be  used  to  manage  memory,  compile 
programs  in  speed  code  (pseudocode)  or 
machine  language,  optimize  FOR-NEXT 
loops,  send  commands  to  the  disk  drive,  or 
change  compiling  parameters.  The  64  ver- 
sion can  compila  BASIC  2.0  programs  using 
the  overlay  feature  and  BASIC  extensions 
such  as  Simons'  BASIC,  VICTREE,  and 
BASIC  4.0.  A  runtime  module  is  included. 


COBOL-64  and  -128 

Abacus 

Commodore  128  of  54 
£39.95 

COBOL  is  designed  to  help  users  learn  to 
program  on  the  64  or  12B  in  COBOL.  It  fea- 
tures a  syntax-checking  editor,  a  compiler, 
an  interpreter,  a  crunch  function  to  reduce 
memory  size,  sample  programs,  and  sym- 
bolic debugging  tools  such  as  breakpoint, 
trace,  and  single  step.  The  program  sup- 
ports a  subset  of  ANSI  COBOL  74  and  is 
available  in  versions  for  either  the  Commo- 
dore 64  or  128.  The  128  version  works  in 
either  40-  or  80-column  mode,  A  1 50- page 
manual  is  included. 


16     COMPUTE rs  Getette     Apfil  1969 


Commodore  Logo 

Terrapin 
S69.00 

Commodore  Logo  is  an  active  learning  envi- 
ronment for  children  tfiat  can  be  used  to 
teach  mathematical  reasoning,  creativity, 
and  protdem  solving.  The  list-processing 
feature  can  also  be  used  vi/ith  language 
arts.  The  program  combines  text  and 
graphics  and  uses  eight  turties  to  draw  pic- 
tures and  animations.  TTiis  introduction  to 
computer  programming  contains  seven 
sprites,  1 5  colors,  and  entianced  music  ca- 
pabiiities.  Compatibie  products  available 
from  Terrapin  include  Logo  Works  curricu- 
lum-support materials  for  classroom  use 
and  Logoware  produas  such  as  the  Logo 
Data  Toolkit.  Commodore  Logo  is  also 
available  in  a  five-disk  pack  for  $149.00  or  a 
ten-disk  pack  for  $199.00. 

The  Final  Cartridge  III 

Datel  Electronics 
$54.95 

The  Final  Cartridge  III  is  a  cartridge-based 
operating  system  for  the  S4  and  128.  It  fea- 
tures pull-down  menus,  windows,  and  more 
than  60  commands  and  functions.  The  Cal- 
culator accepts  input  from  a  mouse,  key- 
board, or  joystick  and  enables  the  128 
numeric  keypad  to  be  used  in  64  mode. 
Note  Pad  is  a  mini  vrord  processor  with 
proportional  characters.  A  freezer  menu  can 
tie  used  for  printing  and  screen  dumps,  kill- 
ing sprites,  changing  a  joystick  to  an  auto- 
tire  mode,  protecting  the  computer  when 
changing  joystick  ports,  and  backing  up  to 
tape  or  distt.  The  ML  monitor  does  not  re- 
side in  memory;  it  contains  a  sprite  editor,  a 
character  editor,  a  drive  monitor,  a  printer 
driver,  and  scrolling  functions. 

FORTH  Language 

AtBCUS 

S39,S5 

This  FORTH  package  contains  an  extended 
vocabulary  to  support  graphics  and  sound, 
a  built-in  full-screen  editor,  a  FORTH  as- 
sembler, and  a  handbook,  yxabulary 
words  can  be  created  as  needed. 

geoProg rammer  2.0 

Berkeley  Soltwo'ks 

GEOS 

S69.95 

geoProgrammer  2.0  is  an  assembly  lan- 
guage development  program  that  allows  us- 
ers to  create  full-scale  GEOS  applications. 
geoProgrammer  takes  advantage  of  icon, 
menu,  and  window  interfaces.  The  program 
includes  geoAssembler,  geoLmker,  and 
geoDebugger.  It  can  be  used  vAih  GEOS64 
and  GEOS128. 


JiffyDOS 

Creative  Micro  Designs 
CommodOfe  54  or  128 
S49.95  (64) 

S59.9S  (12S) 

JiffyDOS  is  a  serial  bus  ROM  replacement 
for  both  the  CPU  and  the  disk  drive.  It  is 
available  for  all  Commodore  64  models  and 
the  128,  as  well  as  most  disk  drives.  Any 
computer  ROM  will  work  with  any  drive 
ROW  or  combination  of  drives,  and  the 
CPUs  and  disk  drives  can  be  freely  mixed 
and  matched.  For  heavily  copy-protected 
programs,  there  is  an  on/off  switch  mount- 
ed on  the  computer  and  drive.  The  prepro- 
grammed function  keys  are  designed  to 
work  in  conjunction  with  a  directory  list  to 
the  screen.  Fourteen  new  commands  have 
Ijeen  added  to  the  standard  DOS  Wedge 
syntax,  and  the  commands  can  be  used  in 
both  program  and  direct  modes.  JiffyDOS 
can  also  be  used  to  accelerate  MIDI  files.  It 
is  simple  to  install  and  includes  documenta- 
tion and  a  money-back  guarantee.  Extra 
drive  ROMs  are  available  (or  S24.95. 

Kyan  Pascal/12a 

Kyan  SottivarB 
Commodore  12B 
$69.95 

This  program  is  a  full  implementation  of  ISO 
Pascal  that  features  command  menus,  help 
screens,  and  a  300-page  manual  and  Pas- 
cal tutorial.  Other  features  include  a  6502 
machine  code  assembler,  a  full-screen  text 
editor.  Pascal  extensions,  a  built-in  macro 
assembler,  and  non-copy-protected  disks. 

Kyan  Pascal/64 

Kyan  Software 
$69.95 

Kyan  Pascal/ 64  is  a  full  tmptementation  of 
Jensen/Wirth  Pascal.  The  program  features 
a  standard  and  advanced  compiler  on  each 
disk  to  meet  the  needs  of  programmers  of 
all  levels.  It  also  includes  a  full-screen  text 
editor,  a  file- management  system,  a  stand- 
alone runtime  environment,  and  extensions 
for  graphics.  The  advanced  version  retains 
these  features  and  also  includes  a  machine 
code  compiler,  a  built-in  assembler,  Pascal 
extensions,  and  an  output  of  intermediate 
assembly  language  files. 

Linear  Programmer 

Compuler  Heroos 
$24.95 

Linear  Programmer  can  t5e  used  to  solve 
linear  programming  problems  with  up  to  50 
variables  and  35  constraints,  including 
equality  and  less  than  or  greater  than.  Ob- 
jective (Z  function)  can  be  maximized  or 
minimized.  The  solution  is  displayed  on  the 
screen. 

MAE  64  Assembler,  5.0 

Schnedler  Systems 
S29.95 

This  6502  and  65002  macro  assembler  of- 
fers a  co-resident  screen  editor  and  resides 
with  BASIC  and  Micromon.  The  assembler 
features  conditional  assemtjiy,  interactive 
assembly,  pseudo-ops,  and  error  checking. 
An  89-page  manual  is  included.  Not  copy- 
protected. 


Master-64  Development  Tools 

Abacus 
$39.95 

Master-64  is  a  comprehensive  application- 
development  package  for  screen  manage- 
ment, indexed  file  management,  multi- 
precision  math,  and  machine  language 
monitor.  It  can  add  100  commands  to 
BASIC.  Features  include  ISAM  file  system, 
printer  generation,  BASIC  extensions,  pro- 
grammers' aid,  BASIC  4.0  commands,  and 
a  machine  language  monitor. 

Menu-Driven  Operating  System 

Cardinal  Software 
S29  95 

With  this  program,  disk  commands  can  be 
executed  by  reading  the  menu  and  pressing 
one  key,  and  machine  code  can  be  convert- 
ed to  BASIC.  One-key  commands  include 
program  operators  such  as  UCAD  and  SAVE 
and  disk  commands  such  as  copy,  scratch, 
rename,  format,  renumber,  and  combine. 

Meriin  -128 

Roger  Wagnof  Publishing 
Commodore  128 
S69.9S 

Merlin  128  is  a  128-specific  macro  assem- 
bler that  assembles  to  and  from  the  disk 
and  supports  conditional  assembly.  It  con- 
verts integers  to  floating-point  numbers  and 
provides  linkers  to  generate  relocated  code. 
The  line  numbers  appear  when  the  source 
code  is  listed,  and  the  current  line  numtjer 
is  visible  in  edit  mode.  Users  can  also  scrdl 
in  two  directions  when  editing.  The  program 
runs  only  in  80-column  mode.  Merlin  128  in- 
cludes demonstration  programs,  macros, 
and  Sourceror,  a  disassembler.  About  35K 
of  source  code  can  be  entered  in  memory 
at  one  time.  The  disk  is  not  protected. 

Micro  Detective  Automatic 
Error  Detection 

American  Made  Software 
Commodore  64  or  128 
S39.95 

This  debugger  for  BASIC  on  the  Commo- 
dore 64  or  128  offers  automatic  error  detec- 
tion and  tracing  capabilities.  It  can  find  and 
give  a  reason  for  many  errors  such  as  syn- 
tax and  illegal  quantity  errors.  The  bug-buster 
trace  routine  shows  each  statement  as  it  Is 
executed  and  the  variables  involved.  You 
can  also  list  the  variables,  files,  and  loops 
used  in  the  program.  The  trace  function  can 
also  be  turned  on  or  off  at  any  time.  The 
128  version  supports  BASIC  7,0  and  win- 
dows. A  trace  window  can  tie  placed  any- 
where on  a  40-  or  BO-column  screen.  Each 
package  includes  a  reference  manual. 

Pascal-64 

Abacus 
SI  9.95 

Pascal-64  is  an  introductory-level  Pascal 
compiler  designed  for  the  64.  The  programs 
compile  into  6510  machine  language. 


COMPUTEI's  Gazetts     Apr)n989     17 


PTD'GSIO  Symbolic 
Debugger,  4.0 

Schnedter  Systems 
$49.95 

This  transparent  symbolic  debugger  fea- 
tures windows  that  show  variables  during 
stepping,  a  two- pass  miniassembler,  and 
automatic  patching.  It  also  supports  high- 
speed driver  programs  tor  automatic  condi- 
tional stepping  and  shows  1 2B  prior  steps. 
For  6502  assembly  language  programs.  A 
100-page  manual  is  included.  Not  copy- 
protected. 

Quick  Brown  Box 

Brown  Boxes 
$129.00  (MK) 

$99.00  (32K) 

$69.00  (16KJ 

Quick  Brown  Box  is  a  cartridge  containing 
16K,  32K,  or  64K  of  battery-backed  RAM 
that  enables  users  to  create  their  own  RAM 
cartridges  of  BASIC  and  machine  language 
programs.  The  32 K  version  stores  as  many 
as  128  blocks;  the  64K  version  stores  255 
blocks;  and  tfie  cartridge  directory  can  hold 
30  entries.  With  the  ramdisk  option,  updates 
can  be  saved  directly  to  Quick  Brown  Box. 
The  cartridge  can  t)e  partitioned  for  special 
applications,  and  it  can  t>e  used  to  autoboot 
a  disk  drive.  Manager  programs  govern  cre- 
ating and  altering  box  contents,  A  slide 
switch  can  be  used  to  select  either  64  or 
128  mode.  The  Box  includes  Supermon-t- 
and  a  checksum  program.  The  internal 
three-volt  lithium  battery  has  a  shelf  life  of 
ten  years.  A  separate  utilities  disk  contain- 
ing managers,  UNNEW  and  KILL  com- 
mands, routines,  screen  dumps,  and  a 
terminal  program  is  available  for  S6.0O, 

Super C 

Abiicus 

Commodora  64  or  128 
$59,95 

Super  C  can  be  used  on  the  Commodore 
64  or  128  to  produce  6502  machine  code. 
This  C  language  development  system  in- 
cludes an  editor,  a  compiler,  a  linker,  and 
graphics  and  math  libraries.  Source  code 
can  contain  80-character  lines  and  horizon- 
tal scrolling.  Source  programs  can  be  up  to 
41 K  In  length,  while  object  code  can  be 
53K.  Up  to  seven  modules  can  be  com- 
bined with  the  linker,  and  the  runtirrte  library 
can  be  called  from  machine  language  or  in- 
cluded as  a  BASIC-Iike  program.  The  128 
version  supports  ramdisks. 

Super  Pa8cal-64  or  -1 26 

Abacus 

CofTMTKXlorB  64  or  128 
$59.95 

Super  Pascal  is  a  development  system  in 
versions  for  the  Commodore  64  and  128.  It 
includes  a  source-file  editor,  an  assembler, 
and  mntime  and  utility  packages,  plus  fea- 
tures such  as  high-precision  11 -digit  arith- 
metic, overlays,  automatic  loading  of  editor 
and  source  program,  error  messages  and 
localization  during  compilation,  and  statistics 
reporting.  The  system  uses  the  Jensen  and 
Wirth  compiler  and  extensions  for  graphics. 
The  128  version  supports  an  80-column,  hi- 
res graphics  package;  1571  burst  mode; 
and  a  ramdisk. 


Symbol  Master  Multi-Pass 
Symbolic  Disassembler,  2.2 

Sctinedler  Systems 
S49.9S 

This  symbolic  disassembler  can  convert 
6502.  651 0.  undocumented  opcode,  65C02, 
and  8502  machine  language  programs  Into 
source  code.  Coded  labels  are  used  to 
show  the  structure  and  flow  of  the  program, 
Source-code  files  can  be  output  to  disk.  A 
63-page  manual  is  included.  Not  copy- 
protected. 

Video  BASlC-64 

Abacus 
$39.95 

Video  BASIC-64  can  add  to  BASIC  50  com- 
mands for  creating  graphics  and  sound  ef- 
fects, it  offers  a  runtime  version  and 
support  for  dot-matrix  printers. 

XREF  BASIC  Cross  Reference 

Atjacus 

Commodore  64  or  128 

$17.95 

XREF  BASIC  Cross  Reference  can  be  used 
to  cross-reference  variables,  line  numl>ers, 
numeric  constants,  and  BASIC  keyvrords 
for  debugging  BASIC  programs.  The  cross 
reference  is  sorted  and  listed  to  the  screen 
or  printer.  Non-Commodore  keywords  can 
be  cross-referenced.  Programs  can  be  read 
from  the  disk.  Separate  versions  are  avail- 
able for  the  64  and  128. 

Xytec  Macro  Set  1 

Xytec 
S29  95 

Xytec  Macro  Set  T  is  a  collection  of  58 
macros  to  speed  up  programming.  The 
package  offers  more  than  40  subroutines, 
over  4000  lines  of  code,  and  debugging 
aids.  It  worths  with  DOS-compatible  disks 
and  hardware  modifications  such  as  1541 
Flash  and  JiffyDOS. 


Publisher  Names 
and  Addresses 

Abacus 

5370  52nd  St.  SE 

Grand  Rapids,  Mi  49508 

American  Made  Software 
P.O.  BOK  323 
Loomis,  CA  9S650 

Bertie  ley  Softworfcs 
2150ShattLick  Aife. 
Berkeliy,  CA  94704 

Brown  Boxes 
26  Cortcord  Rd. 
Bedlwd,  MA  01730 

Cardinal  Software 
14840  BuikJ  America  Dr. 
Vtoodbridge,  VA  22191 

Computer  Heroes 
P.O.  Box  79 
Farmlngton,  CT  06O34 

Creative  Micro  Designi 

P.O.  Box  646 

50  Industnat  Dr. 

East  Longmaadow,  MA  01 095 

Date  I 

3430  E.  Trcpicana  Ai»e. 

Unit  #67 

Las  yBgas.NV  89121 

Kyan 

1650  Union  St,  #183 
San  Francisco,  CA  94123 

Roger  Wagner  Publishing 
1050  Pioneer  vvay 
Suite  P 
B  Cajon.  CA  92020 

Sctir^edler 
25  Eastwood  Rd. 
PO.  BOK  5964 
Ashevills,  NC  28813 

Terrapin 

376  Wastiingion  St. 

Maiden.  MA  02148 

Xytec 

1924  Oivisadero 

San  Francisco.  CA  94115 


IB     COMPUTers  Gazette     April  19B9 


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, ,    .     *        *  *     '■/.•"   1  *  ■     '  ■■  '  '  * 

.  .'  ■     Saence  fictipn  soft wjfr?  is  growing  up.  A  feiA^ new 
.     '  *  relOTises,  as  .well  as^ome  established  classics,  show  just 

-.  h'dw  closely  some  designei's  are 'coming  tfl  creating  true     ... 
-     ,  /  ■        ■        science  fifitioh  worlds  on  disk.         •'  -  ,       ;•    . 


KeiFErrell*  ■ ' 


Distant  stars  and  far  frontiers,  tlie 
edge  of  infinity  and  tlie  day  after  to- 
morrow— these  are  the  particular 
pleasures  of  science  fiction.  Many 
of  those  pleasures  are  now  avail- 
able on  disk,  ready  to  transform 
your  64  or  128  into  a  starship,  a 
time  machine,  a  gateway  to  alter- 
nate worlds. 

And  the  best  of  SF  software, 
like  the  best  of  its  literary  forebears, 
treats  its  material,  and  its  audience, 
seriously.  In  modes  and  approach- 
es, SF  software  is  nearly  as  varied  as 
SF  is  in  print.  There  are  games  and 
simulations  for  nearly  every  taste — 
from  adaptations  of  award-winning 
novels  to  recreations  of  the  starship 
Enterprise,  long  games  of  galactic 
exploitation  and  conquest  to  rapid- 
fire  combat  on  tomorrow's  battle- 
fields, wild  visions  of  under- 
developed planets  and  even  a  few 
dystopias. 

In  short,  science  fiction  soft- 
ware is  a  product  whose  time — 
whatever  time  that  may  be — has 
come. 


Space  Opera 


There  are  science  fiction 
games  and  simulations 
for  nearly  every  taste— 

from  adaptations  of 

award-winning  novels  to 

recreations  of  the 

starship  Enterprise. 


Space  opera  is  the  form  of  science 
fiction  most  familiar  to  the 
masses — and  the  most  popularized. 
The  basic  elements  of  space  opera 
are  simple;  far-flung  civilizations, 
mighty  starcraft,  desperate  clashes 
for  the  fate  of  the  universe.  Those 
elements  can  be  combined  in  wildly 
different  ways;  Star  Trek  is  space 
opera,  but  so  is  Dune. 

The  first  great  software  space 
opera  was  Firebird's  Elite.  With  its 
vast  galactic  milieu,  a  surprisingly 
well-realized  mercantile  and  politi- 
cal context,  and  combat  that  was 
more  than  just  arcade  action.  Elite 
attracted  a  substantial  following.  It 
continues  to  delight  fans  and 
spawn  imitators. 

Owing  much  to  Elite,  although 
less  ambitious  overall,  is  First 
Row's  Star  Empire.  Here  you  must 
dock  with  space  stations,  explore 
planets,  and  seek  to  create  an  em- 
pire. More  arcadelike  in  some  of  its 
elements  than  the  best  SF  software. 
Star  Empire  nonetheless  possesses  a 
certain  charm  and  is  worth  a  look. 

Elite  was  also  one  of  the  first 
games  to  lean  heavily  upon  docu- 
mentation as  a  means  of  making  its 

Echo  SatalJite  iiail  in  Milky  Way/U  S  Naval  Obsefvatwy  Pholo 


science  fiction  contei^t  more  con- 
crete. Context— physical  setting, 
political  and  economic  background, 
and  so  on — is  in  many  ways  the  es- 
sence of  SF. 

Yet  the  shorthand  conventions 
of  print  science  fiction  work  less 
well  in  a  computer  game.  To  estab- 
lish those  conventions,  publishers 
use  packaging,  manuals,  hint 
books,  and  other  external  materials 
to  heighten  their  products'  sense  of 
reality.  Elite,  for  example,  included 
not  only  a  trading  manual  but  also 
an  adequate  but  unspectacular  no- 
vella by  Robert  Holdstock,  an  es- 
tablished writer  of  science  fiction 
and  fantasy. 


PaclagedMs 


The  tendency  toward  packaging  as 
context  has  reached  an  extreme  in 
the  latest  generation  of  blast-and- 
swerve  arcade  games.  Many  of  these 
games  now  come  clothed  as  simula- 
tions of  desperate  star  pilots'  quests 
to  rid  the  universe  of  huge  alien  ves- 
sels. In  reality,  they  are  often  little 
more  than  third -generation  varia- 
tions on  Asteroids,  Breakout,  and 
Space  Invaders — not  science  fiction 
at  all. 

Which  is  not  to  say  that  there 
are  no  legitimate  SF  vehicle  simula- 
tions. Mirroring  magazine  and 


book  science  fiction,  there  is  by 
now  an  entire  category  of  hard- 
ware-oriented SF  software.  These 
programs  put  you  at  the  controls  of 
dream  machines,  tossing  you  into 
the  middle  of  nightmare  combat. 
While  not  being  true  science  fic- 
tion— more  like  fantasy  flight  simu- 
lators— the  best  of  these  packages 
at  least  tend  to  have  a  science  fic- 
tion sort  of  self-consistency. 

Firebird's  Starglider,  Vike  Elite, 
is  accompanied  by  a  plethora  of 
printed  material,  all  of  it  aimed  at 
establishing  a  believable  context 
from  which  the  game's  super  weap- 
ons could  arise. 

Sir-Tech's  Deep  Space  also 
makes  clever  use  of  packaging:  The 
product  is  tucked  inside  a  security 
folder  that  also  contains  facsimiles 
of  futuristic  government  communi- 
ques. (Deep  Space  wins  points  for 
adhering  to  the  rules  of  physics 
more  closely  than  is  normal,) 

Echelon,  from  Access,  added  an 
audio  element  to  spacecraft  piloting 
by  including  the  Lip-Stik,  a  voice- 
activated  headset  microphone. 
While  Lip-Stik  works  almost  too 
well — ^the  sigh  of  relief  after  a  suc- 
cessful encounter  can  result  in 
launching  another  volley  of  mis- 
siles— the  £c?ie/on/Lip-Sdk  combi- 
nation is,  along  with  Deep  Space, 
one  of  the  better  spacecraft  simula- 
tors of  recent  years. 

Interstel's  Starfleet  I  shows  that 
you  don't  have  to  have  animated 
graphics  to  deliver  a  superb  star- 
ship  simulation.  Emphasis  here  is 
on  systems,  with  more  than  a  dozen 
capabilities  at  your  command.  The 
game's  scenario  is  well  planned, 
placing  you  in  the  midst  of  a  des- 
perate—what else? — battle  against 
Krellans  and  Zaldrons,  two  kinds  of 
implacable  aliens  who  approach 
warfare  in  very  different  ways.  Per- 
haps because  the  game  places  more 
emphasis  on  systems  and  strategy 
than  on  visuals,  I  found  Starfleet  I  to 
be  the  most  satisfying  of  all  the 
space-batde  simulators. 

A  Clone  at  Lssi 

But  there's  more  than  just  combat 
in  even  the  most  action-oriented 
science  ficdon. 

With  a  wonderfully  lurid  plot 
worthy  of  an  Edmond  Hamilton  or 

COMPUTE'S  Gazette     Apri!  1989     21 


Jack  Williamson  novel  of  the  gaudy 
starways,  Mindscape's  Captain 
Biooti  also  manages  to  address  one 
of  science  fiction's  more  serious 
concerns:  communication  with  non- 
human  cultures. 

Captain  Blood  is  a  race-against- 
time  story,  pitting  players  against 
an  inexorable  clock  as  they  search 
the  galaxy  for  five  stolen  clones. 
The  clones  are  yours,  and  as  time 
passes  they  are  draining  your  life 
force;  find  them  or  face  biological 
degradation. 

This  one  has  a  true  science  fic- 
tion interface.  You  see  the  game 
through  the  eyes  of  Captain  Blood. 
The  screen  is  filled  with  the  con- 
trols of  your  starcraft.  The  joystick 
controls  the  movement  of  Captain 
Blood's  hand,  one  finger  out- 
stretched to  activate  at  a  touch  any 
of  the  ship's  systems.  Those  sys- 
tems are  powerful:  You  can  dis- 
patch scouts,  scan  worlds,  destroy 
whole  planets.  The  ship  is  ready  to 
take  you,  via  colorful  hyperspace, 
throughout  a  large  galaxy  filled 
with  planets.  But  which  worlds  har- 
bor the  missing  clones  and  which 
are  lifeless  rocks? 

To  find  out,  you  must  initiate  a 
dialogue  with  aliens.  The  game  be- 
gins in  orbit  around  an  inhabited 
world  to  which  you  must  dispatch  a 
scout.  After  navigating  the  scout  by 
remote  control  through  a  long  and 
winding  valley — an  arcade  aspect 
that  must,  unfortunately,  be  repeat- 
ed on  every  world  you  visit— you 
reach  a  landing  site  where,  on  in- 
habited worlds,  an  alien  awaits. 

Using  an  iconic  language,  com- 
munication ensues.  Depending  on 
its  species,  the  alien  may  adopt  a 
helpful,  a  hostile,  or  an  unintelligi- 
ble posture.  Your  responses  must 
guide  the  alien  toward  disclosing 
the  information  you  seek.  It's  not 
easy,  any  more  than  making  your- 
self understood  in  a  foreign  country 
is  easy.  With  more  than  100  "words" 
at  your  disposal  and  a  little  practice, 
though,  the  iconic  vocabulary  be- 
comes a  flexible  tool  that  both  helps 
you  solve  the  game's  mystery  and 
teaches  you  something  about  the 
nature  of  communication.  Captain 
Blood  is  pure  pulp  SF:  grand  visions, 
bright  colors,  lunatic  plot,  and 
something  to  say. 
22    COMPUTEIs  Gazette     April  1989 


Captain  Blood  is  pure 

pulp  science  fiction: 

grand  visions,  bright 

colors,  lunatic  plot,  and 

something  to  say. 


Stellar  llescii 

No  software  package  captures  the 
breadth  of  galactic  exploration  and 
conquest  as  well  as  SSG's  Reach  for 
the  Stars.  Subtided  The  Conquest  of 
the  Galaxy,  this  demanding  and  sat- 
isfying game  challenges  you  to 
manage  the  expansion  of  your  race 
from  a  single  planet  across  dozens 
of  worlds.  Now  in  its  third  version. 
Reach  for  the  Stars  was  the  first  of 
SSG's  games,  and  in  some  ways  it 
remains  its  most  ambitious. 

A  couple  of  things  make  Reach 
for  the  Stars  a  standout.  One  is  its 
sense  of  balance.  Players  must  ma- 
nipulate planetary  economies  and 
cultures  in  order  to  keep  production 
at  acceptable  levels. 

The  game  also  has  a  sense  of 
size.  Its  canvas  is  a  large  one,  deliv- 
ering the  feel  of  galacdc  proportion. 
Where  other  games  scatter  stellar 
systems — or  for  that  matter,  whole 
galaxies — about  with  little  consid- 
eration of  astrophysical  realities. 
Reach  offers  a  believable  universe 
with  believable  planets  that  fall  into 
a  spectrum  of  categories.  At  more 
advanced  levels,  the  reality  in- 
creases: Stars  can  go  nova,  natural 
disasters  and  plagues  afflict  civili- 


zations, and  interstellar  distances 
become  even  more  difficult  to 
traverse. 

Finally,  there  is  the  interface. 
Menu-driven,  Reach  far  the  Stars 
makes  issuing  complex  combina- 
tions of  commands  easy,  leaving 
you  free  to  contemplate  the  size  of 
your  galactic  undertaking.  Not  a 
game  for  the  casual  player.  Reach 
for  the  Stars  comes  close  to  simulat- 
ing the  myriad  variables  and  chal- 
lenges with  which  Isaac  Asimov, 
Poul  Anderson,  and  other  authors 
of  galactic  empire  stories  have 
wrestled  for  years. 


Star  Trek  is  the  most  famous  and 
long-lived  space  opera — Star  Wars 
being  not  only  younger  but  also,  in 
my  opinion,  a  fantasy,  A  full  gener- 
ation after  they  made  their  debut  on 
television.  Kirk,  Spock,  McCoy,  and 
crew  are  still  going  strong  in  reruns, 
theatrical  motion  pictures,  books, 
and,  of  course,  on  disk. 

Star  Trek:  The  Kobyashi  Alterrta- 
tive  is  an  interactive  text  adventure 
that  gives  you  a  surprisingly  well- 
realized  Enterprise,  along  with  its 
crew  and  the  universe  through 
which  it  voyages.  You  assume  the 
role  of  James  T.  Kirk,  issuing  orders 
to  crew  members  who,  thanks  to  a 
smart  parser  and  a  windowed 
screen,  exhibit  many  of  the  charac- 
teristics of  their  cinematic  counter- 
parts, 

Kobyashi's  universe  is  gener- 
ously populated  with  planets  and 
aliens.  Like  most  text  adventures, 
there  is  a  mystery  at  the  heart  of  this 
game,  and  it's  a  good  one.  Interac- 
tion with  aliens  is  well  handled,  as 
are  the  Enterprise's  major  systems. 

Less  effective  was  Simon  & 
Schuster's  second  Star  Trek  outing. 
The  Promethean  Prophecy,  which 
struck  me  as  a  pretty  straightfor- 
ward text  adventure:  all  word  games 
and  little  Star  Trek,  But  fans  of  Kirk 
and  company  can  took  fonvard  to 
Rebel  Universe,  also  from  Simon  & 
Schuster,  which  will  probably  be 
available  by  the  rime  you  read  this. 
(I  also  wouldn't  be  surprised  if  the 
recent  and  evidently  ongoing  suc- 
cess of  "Star  Trek:  The  Next  Genera- 
tion" resulted  in  a  software  game  or 
two  before  much  longer.) 


Star  Trek,  obviously,  isn't  go- 
ing away. 

Mars 

Not  all  science  fiction  fares  so  far 
from  home.  If  there's  a  quintessen- 
tial SF  planet,  in  fact,  it's  probably 
our  next-door  neighbor.  Mars.  The 
setting  for  dozens,  if  not  hundreds, 
of  science  fiction  stories,  novels,  and 
movies.  Mars  has  lately  come  to  the 
64  in  Electronic  Arts'  Mars  Saga. 

This  is  not  the  glorious  Bar- 
soom  of  Edgar  Rice  Burroughs's 
Martian  novels  or  Ray  Bradbury's 
Chronicles  (any  of  which  would 
make  a  wonderful  game).  Rather, 
Mars  Saga  offers  a  harsh  and  op- 
pressive world,  one  reminiscent  in 
some  ways  of  the  frontier  world 
Robert  A.  Heinlein  depicted  in  sev- 
eral novels.  In  addition  to  the  chal- 
lenges to  be  faced  on  a  new 
world — Mars  is  harsh  and  inhospi- 
table, to  say  the  least — there  is  the 
human  element  to  contend  with. 

A  role-playing  game.  Mars 
Saga  requires  players  to  assemble  a 
team  of  adventurers  and  then  guide 
them  through  various  natural  and 
manmade  perils.  This  is  a  gritty,  re- 
alistic game  of  solar  system  coloni- 
zation. Mars  Saga  also  reveals  how 
effectively  role-playing  techniques, 
standard  in  fantasy  adventures,  can 
be  used  to  create  engaging  science 
fiction  experiences. 


Science  fiction  writers  foresaw  the 
computer  age.  To  that  extent,  it's  a 
bit  surprising  that  more  SF  writers 
haven't  been  involved  in  translat- 
ing their  works  to  disk  or  in  work- 
ing with  publishers  to  create  new 
visions  on  disk. 

A  few  years  ago,  in  fact,  there 
was  a  flurr)'  of  activity,  with  games 
based  on  Asimov's  The  Robots  of 
Dawn,  Bradbury's  Fahrenheit  451, 
and  Arthur  C.  Clarke's  Rendezvous 
with  Rama  appearing  in  a  short  pe- 
riod of  time.  Unfortunately,  those 
games  didn't  set  this  worid — or  any 
other — on  fire, 

Lately,  though,  a  couple  of 
packages  have  indicated  that  SF  au- 
thors may  be  on  their  way  back. 
Several  months  ago.  Electronic  Arts 
released  the  Commodore  64  ver- 
sion of  Thomas  M.  Disch's/4r;iHesjfl. 


With  Neuromaticer,  SF 

software  has  taken  a 

large  step  toward 

maturity.  It  shows  that 

it's  possible  to  to  get  a 

lot  of  worid  into  a  few 

disks. 


Although  not  a  pure  SF  product, 
Amnesia  reflects  a  certain  science 
fiction  sensibility.  That's  appropri- 
ate enough,  since  Disch  himself  is, 
among  other  things,  an  excellent 
and  controversial  SF  writer. 

The  big  news,  though,  was  In- 
terplay's release  of  Neuromancer,  a 
game  based  on  William  Gibson's 
novel  of  the  same  name.  Few  nov- 
els created  the  stir  that  Neuromancer 
excited  upon  its  release.  Set  in  a 
grim  section  of  Tokyo  a  few  de- 
cades from  now,  the  book  portrays 
a  shadow  world  of  computer  hack- 
ers called  cyberspace  cowboys — a 
world  full  of  corporate  domination, 
greed,  double-crossing,  and  more. 
So  effective— if  not  wholly  origi- 
nal— was  Gibson's  handling  of  his 
material  that  he  became  the  doyen 
of  an  entire  school  of  SF  writers 
known  as  cyberpunks. 

Interplay  treated  Gibson's  ma- 
terial seriously,  creating  a  believable 
and,  for  the  most  part,  consistent  vi- 
sion of  a  less-than-appealing  future. 
In  doing  so.  Interplay  has  helped  lay 
the  groundwork  for  future  SF  soft- 
ware, [Neuromancer  is  reviewed 
elsewhere  in  this  issue.] 


lie  Future  of  tfiGpylufe 

With  the  arrival  of  Neuromancer,  in 
fact,  SF  software  has  taken  a  large 
step  toward  maturity.  It  has  a  dis- 
tance to  go  yet,  but  there  are  some 
directions  already  being  established. 

As  Neuromancer  shows,  it's 
possible  to  get  a  lot  of  worid  into  a 
few  disks.  Look  for  a  richer  science 
fiction  milieu  in  products  over  the 
next  few  years.  That  richness 
should  show  up  in  a  couple  of  ways. 

First,  we'll  be  seeing  more  con- 
text on  disk,  in  the  game  where  it 
belongs.  Using  databases,  bulletin 
boards,  and  other  information  tech- 
nologies as  part  of  its  background, 
Neuromancer  establishes  the  nature 
of  its  world  while  the  game  is 
played,  not  while  the  manual  is  read. 

Second,  I  anticipate  a  greater 
rigor  in  some  of  the  games.  Reach 
for  the  Stars  shows  that  a  game  can 
take  the  universe  and  its  rules  fairly 
seriously — with  occasional  excep- 
tions, such  as  faster-than-light  trav- 
el— and  still  provide  an  enter- 
taining experience.  Much  of  the 
appeal  of  deep-space  SF  is  its  ability 
to  manipulate  astronomical  dis- 
tances and  geologic  reaches  of  time. 
That  appeal  would  lend  itself  nicely 
to  software  entertainment. 

We're  already  seeing  a  greater 
variety  of  SF  software.  In  addition  to 
the  products  mentioned  in  this  arti- 
cle, recent  months  have  seen  a  post- 
holocaust  world  well-represented  in 
Electronic  Arts'  Wasteland,  a  twenty- 
first  century  battlefield  in  PSS's  Fire- 
zone,  and  near-future  detective  work 
in  U,S,  Gold's  Techno  Cop.  Obvious- 
ly there  is  room  for  more  types  of 
entertainment  than  simply  conquest 
games.  Science  fiction  is  a  vast  do- 
main where,  with  a  lot  of  research 
and  hard  work,  nearly  any  specula- 
tion can  be  made  believable:  Look 
for  more  and  larger  speculations  in 
the  years  ahead. 

The  best  place  to  look  is  at  the 
vast  body  of  print  science  fiction  it- 
self. Dozens  of  novels  and  stories 
exist  that  would  make  perfect  sce- 
narios for  software  entertainment. 
All  that's  needed  is  an  adventurous 
publisher  or  two,  along  with  design- 
ers and  programmers  who  under- 
stand SF's  particular  requirements. 
The  audience  is  already  there.       G 

COMPUTE.'s  Gazette     April  1989     23 


WORMS 


Jason  Merlo 


mm-' 


Sonie  rather  unusual  and  deadly  aliens  are  coming— and  it's 
up  to  you  to  stop  them.  For  the  64.  Joystick  required. 


"Space  Worms"  is  a  hypnotic 


shoot- 'em-up  game  for  the  64.  Fly- 
ing in  a  triangular  space  ship,  your 
job  is  to  shoot  down  a  series  of 
wormlike  aliens  while  avoiding 
contact  with  their  writhing  bodies. 
If  you  touch  a  space  worm,  one  of 
your  five  ships  is  destroyed. 

Using  a  joystick  plugged  into 
port  2,  you  maneuver  your  ship  and 
fire  at  the  alien  invaders.  You  may 
hold  down  the  joystick's  button  for 
rapid  fire,  but  you  can  have  only 
one  missile  on  the  screen  at  a  time. 
Missiles  that  hit  the  space  worms 
disappear,  so  the  closer  you  are  to 
your  target,  the  faster  you  can  sh°oot. 

The  space  worm's  body  is  six 
segments  ong.  Each  time  you  hit 
the  alien,  you  receive  2  points. 
After  it  has  been  hit  four  or  five 
times,  the  space  worm  loses  one 
segment.  When  the  last  segment 
(the  head)  is  destroyed,  you  receive 
100  points;  then,  after  a  short 
pause,  a  new  and  different  space 
worm  attacks. 


Diving  headfirst,  a  hostile  space  worm 
attacks. 


Space  worms  are  unpredict- 
able. They  move  in  semirandom 
patterns  and  their  lengthy  bodies 
flow  hypnotically  about  the  screen. 
To  dodge  the  alien  and  position 
your  ship  for  a  better  shot,  you  can 
move  anywhere  within  the  bottom 
portion  of  the  screen.  If  you  move 
all  the  vfay  to  the  left  or  right,  the 
space  worms  cannot  reach  you.  It's 
a  good  strategy  to  hide  in  these  safe 


zones  when  a  new  alien  is  about  to 
attack  because  you  never  know 
where  it  will  appear. 

The  game's  current  Jevel  num- 
ber, your  score,  and  the  number  of 
lives  (ships)  you  have  remaining  are 
displayed  at  the  top  of  the  screen. 
Every  time  you  defeat  a  space 
worm,  the  level  number  increases. 
At  levels  5, 10,  and  20,  the  aliens  be- 
come longer — ^so,  be  on  gward.      « 

Typing  It  In 


As  with  most  fast-action  games. 
Space  Worms  is  written  entirely  in 
machine  language.  To  enter  this 
program,  you  must  use  "MLX,"  the 
machine  language  entry  program 
found  elsewhere  in  this  issue. 
When  MLX  prompts  you,  respond 
vtdth  the  values  given  below.*"""" 

Starling  address;    0801  ^ 

Ending  address:      IDSS  IB 

Type  in  the  data  for  the  pro- 
gram. Before  exiting  MLX,  be  sure 
to  save  a  copy  to  tape  or  disk.  Al- 
though Space  Worms  is  written  in 
machine  language,  you  load  and 
run  it  just  like  a  BASIC  program._ 
See  program  listing  on  page  70. 


24    COMPUTErs  Gazette    April  1989 


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Avoid  the  nasty  Squeegees  in  this  arcade  game  of  paint  or 
perish.  For  the  128.  Disk  drive  and  joystick  required. 


Ever  wanted  to  paint  the  town?  You 
can  do  it  when  you  play  "Brusher," 
an  arcade-style  game  for  the  Com- 
modore 128.  You  control  a  paint 
brush  whose  goal  in  life  is  to  paint  a 
line  down  every  city  street.  Be  care- 
ful— the  Squeegee  family  has  its 
thugs  searching  for  you.  They  don't 
appreciate  it  when  someone  else 
tries  to  mark  out  their  territory. 

Brusher  has  an  Infinite  number 
of  levels,  so  you'll  never  master  the 
game.  On  higher  levels,  you'll  find 
splotches  of  paint  that  can  provide 
temporary  respite  from  the 
Squeegees. 

Getting  Started 

Brusher  is  written  in  BASIC  7.0  and 
machine  language.  Be  sure  that 
you're  in  128  mode  when  you  enter 
the  programs.  Type  in  and  save 
Program  1,  "Brusher  BASIC."  Since 
Program  2,  "Brusher  ML,"  is  writ- 
ten in  machine  language,  you'll 
need  to  use  the  128  version  of 
"MLX,"  the  machine  language  en- 
try program  found  elsewhere  in  this 
issue.  When  MLX  prompts  you,  re- 
spond with  the  values  given  below. 


Starting  address:     1300 
Ending  address:       19C7 

Be  sure  to  save  the  program  to  disk 
before  exiting  MLX. 


r^- 

ffT 

1—1 

.1.1-1 

■    !    1 

\~ 

h 

1 

1 

\ 

■S! 

--ft 

1 

- 

etUtHtE 

n 

1                        Hll.i:i«i(iiii)s 

l^        vn  !-.i.  nv  riv  till'  Kin  fi 

v.! 

Can  you  paint  under  pressure?  Find  out 
in  this  arcade-style  game  for  the  128. 


To  start  the  game,  plug  a  joy- 
stick into  port  2.  Then  load  and  run 
Program  1,  (This  will  load  Program 
2  automatically.) 

The  object  of  the  game  is  to  fill 
in  all  the  blocks  in  the  city.  Do  this 
by  traversing  each  road.  Use  the 
joystick  to  move  left,  right,  up,  or 


down.  There  will  be  one  or  more  of 
the  Squeegee  clan  in  the  city.  Avoid 
the  Squeegees  at  all  costs. 

You  start  the  game  with  three 
brushes.  Each  time  you  collide  with 
a  Squeegee,  you'll  lose  a  brush. 

If  you  paint  the  whole  town, 
you'll  progress  to  the  next  level. 

Beginning  on  level  2,  you  may 
see  a  splotch  of  paint  in  the  city.  It's 
a  magical  spot — it  moves  from  one 
place  to  another  randomly.  If  you 
can  catch  the  splotch,  you'll  send 
the  Squeegees  right  out  of  town. 
After  a  few  seconds,  the  Squeegees 
will  show  up  again  at  the  comers  of 
the  city. 

You  can  also  chase  the  Squee- 
gees out  by  pressing  the  fire  button. 
However,  you  can  do  this  only  once 
per  level.  Use  it  as  a  last  resort. 

You  score  points  every  time 
you  fill  a  city  block.  The  score  starts 
at  10  points  per  block.  It  increases 
to  20  points  on  the  second  level,  30 
on  the  third,  and  so  on. 

On  the  right  side  of  the  screen, 
you'll  find  your  score,  the  high 
score,  the  current  level  number, 
and  the  number  of  brushes  you 
have  remaining.  Play  well  and 
you'll  gain  an  extra  brush  after 
every  fourth  level. 
See  program  listings  on  page  73,     6 

COMPUTErs  Gatem     Apnl  1989    29 


Riilill 


The  Faery  Tale 
Adventure 

We've  been  waiting  for  this  for  a  vvliile. 

The  Faery  Tale  Adventure  was  one 
of  the  earliest  fantasy  role-playing  re- 
leases for  the  Amiga,  and  its  splendid 
graphics  and  rich  soundtrack  made 
64/128  owners  wonder  when  it  might 
be  available  for  their  machines.  At  the 
time  of  the  Amiga  release,  Microlllu- 
sions  seemed  uninterested  in  porting  to 
the  8-bit  machine,  but  economic  reality 
soon  set  in  and  the  port  was  on.  Among 
followers  of  the  64/128  fantasy  gaming 
market.  Faery  Talc  became  something 
to  watch  for. 

Now  it's  here,  and  the  results  are, 
well,  mixed.  On  the  positive  side,  it's 
still  the  same  Faery  TaU;  ivith  graphics 
and  soundtrack  completely  in  tow.  On 
the  negative  side,  however,  the  port 
seems  to  be  exact,  and  what  that  means 
is  a  great,  great  deal  of  very  long  disk 
access.  Even  those  with  1571s  have  no 
escape  from  this  problem,  since  only 
the  154]  (or  1571  in  1541  mode)  is 
recognized. 

And,  yes,  it's  a  very  real  problem. 
Even  though  1  work  with  machines  oth- 
er than  the  64,  I  manage  to  keep  the 
speed  of  the  1541  in  perspective.  It  is, 
after  all,  the  only  drive  I  used  during 
my  first  three  years  of  home  comput- 
ing, and  it  owes  me  nothing.  But  when 
the  speed  of  the  drive  stands  between  a 
well-designed  game  and  my  enjoyment 
of  that  game,  then  something  is  wrong. 
What  it  means,  unfortunately,  is  that 
the  game's  design  did  not  consider  the 
player  properly.  In  other  words,  it's  the 
designer's  fault,  not  the  154 1's. 

How  bad  is  the  problem?  Let's  put 
it  this  way.  The  disk  is  accessed  every 
time  you  enter  a  building,  every  time 
you  exit  a  building,  often  as  you're 
walking  along  (to  load  in  the  next  part 
of  the  world),  and  most  times  you  enter 
combat.  Before  you  even  leave  your 
hometown,  you  have  eight  buildings  to 
enter  and  exit,  and  each  event  takes  a 
half-minute  or  so  for  the  drive  to  pro- 
cess. This  means  16  events  (entry  and 
exit  for  each  building)  and  over  eight 
minutes  spent  sitting  and  staring  at  the 
disk  drive's  red  light.  Compounding 
the  problem  is  the  fact  that  you're  al- 

30     COMPUTE! 's  Gaiella     April  19B9 


most  certain  to  get  killed  as  soon  as  you 
leave  the  town,  and,  unless  you've  re- 
membered to  save  your  position  (which 
takes  more  disk  time),  you  have  to  do  it 
all  over  again.  Given  the  enormous  size 
of  the  Faery  Tale  world,  disk  access  is 
practically  relentless. 

Nor  would  all  this  be  a  problem  if 
you  could  just  write  the  game  off  as  a 
disaster  and  forget  about  it.  But  faery 
Tale  isn't  that  easy  to  get  rid  of.  It  is  a 
truly  excellent  game,  and  you'll  find 
yourself  drawn  back  to  it  again  and 
again.  But  then  the  1541  strikes  again, 
and  once  more  your  enthusiasm  will 
dwindle.  A  continual  renewal  of  excite- 
ment, followed  by  a  continual  series  of 
downers.  It's  a  little  bit  like  being  stood 
up  by  Kim  Basinger  on  eight  consecu- 
tive Saturday  nights. 

What  about  the  game  itself?  First, 


it's  fantasy  role-playing.  You  control 
one  of  three  brothers — Julian,  Phillip, 
and  Kevin — whose  father  has  died  after 
explaining  how  they  can  help  rid  their 
town  of  a  necromancer's  evil.  An  an- 
cient prophecy  tells  of  seven  quests  that 
must  be  undertaken  to  defeat  the  necro- 
mancer. Finding  a  weapon  to  destroy 
him  is  the  first;  locating  his  stronghold 
is  the  second;  passing  each  interior  bar- 
rier, the  third;  and  retrieving  the  town's 
protective  talisman,  the  fourth.  During 
the  course  of  the  game,  you  wilt  have  to 
discover  the  other  three. 

To  achieve  the  quests,  you  must 
travel  across  the  huge  Faery  Tate  world. 
The  screen  gives  you  a  3-D  overhead 
view  (on  a  slight  angle  to  show  depth) 
of  your  character's  immediate  sur- 
roundings, and  the  graphics  are  superb- 
ly  rendered.  Buildings  look  like 
buildings,  forests  look  like  forests,  and 
mountains  and  rivers  look  like  moun- 
tains and  rivers.  When  night  falls,  the 
colors  are  exactly  right. 

The  bottom  quarter  of  the  screen 
contains  an  information  area  and  a 


game  command  area.  The  information 
area  gives  you  your  character's  statistics 
(which  arc  transparent  to  the  game's 
functioning),  while  the  command  boxes 
can  be  accessed  vvith  the  cursor,  which 
can  be  moved  with  either  a  mouse  or 
the  keyboard.  Using  the  mouse  is  better 
in  this  game,  because  joystick  users 
must  alternate  between  joystick  and 
keyboard  at  all  times. 

From  the  command  boxes,  you  can 
get  an  inventory  of  items  you  carry, 
take  objects  you  find  on  the  ground  or 
on  dead  bodies,  search  areas  for  hidden 
items,  give  items  to  other  characters,  or 
use  items  you  are  carrying,  including 
u-eapons,  keys,  and  so  on. 

The  magic  menu  lets  you  use  one 
of  seven  different  kinds  of  magic  items: 
stones,  jewels,  vials,  orbs,  totems,  rings, 
and  skulls.  Each  can  be  used  once,  but 
others  can  be  found.  Talk  lets  you  con- 
verse with  characters.  Buy  lets  you  pur- 
chase items  (including  food),  and  the 
Game  menu  lets  you  pause,  save,  or 
load  games. 

Because  of  its  strong  graphics.  Fa- 
ery Tale  approaches  the  magical  much 
more  closely  than  any  other  fantasy 
game  I've  seen.  Two  events  in  particu- 
lar stand  out.  At  one  point  you  can  ride 
on  the  back  of  a  tortoise — at  another, 
on  the  back  of  an  eagle.  The  first  speeds 
you  considerably,  and  the  experience  is 
fascinating. 

Riding  the  eagle,  though,  lets  you 
fly  through  the  air,  and  the  view  is 
breathtaking.  The  game  shows  very 
well  why  the  ancient  and  medieval 
minds  considered  flight  as  magical,  and 
this  is  a  superb  feat. 

The  game  itself  is  extremely 
strong,  but  disk-access  time  almost  ren- 
ders it  unplayable.  What  Microlllusions 
needs  to  do  is  build  a  powerful  fast 


loader  inlo  the  program  and  replace 
first  editions  with  the  new  edition.  Al- 
ternatively, it  might  consider  fully  sup- 
porting one  of  the  fast-load  cartridges 
and/or  the  burst  mode  of  the  1571 
drive.  Until  it  does,  The  Faery  Tale  Ad- 
venture will  remain  underplayed  by  all 
but  the  truly  forgiving.  The  game  is  too 
good  to  suffer  such  a  fate. 

—Neil  Randall 

The  Faery  Tale  Adventure 
MicroUlusions 
17408  Chatsworth  St. 
Grartada  Hills,  CA  91344 
$39.95 


Besiunasaurus 

Once  they  walked  the  world.  Now  they 
rule  the  shopping  malls.  Everywhere 
you  look,  you  see  dinosaurs.  Oh,  no — 
now  they've  headed  for  the  computers. 
Look  out — it's  Designasaunts,  from  Bri- 
tannica  Software. 

Designasaurus  tries  to  do  it  aO.  You 
can  use  it  to  create  new  dinosaurs— as  if 
there  weren't  enough  of  those  pesky  lit- 
tle devils  already.  When  you've  finished 
creating  your  personalized  monster,  you 
can  print  it  as  a  graphic  (with  an  Epson 
or  Commodore  printer)  or  as  an  iron -on 
transfer  to  wear  on  a  T-shirt.  {Imagine 
the  psychological  insights  you  could 
achieve  by  seeing  a  custom  thunder  liz- 
ard emblazoned  on  someone's  chest. 
Move  over.  Dr.  Rorschach.} 

The  program  also  includes  an  edu- 
cational game  that  teaches  the  impor- 
tance of  the  environment  and  shows 
aspects  of  a  dinosaur's  life  (eat  or  be 
eaten). 

In  the  beginning,  you're  provided 
with  a  menu  that  allows  you  to  choose 
from  the  Walk-a-Dinosaur  game,  the 
Build-a-Dinosaur  graphics  package, 
Print-a-Dinosaur  (which  sends  your 
graphic  to  a  Commodore  or  Epson 
printer),  or  EXIT  (which  makes  the 
game  extinct). 

Let's  start  with  VValk-a-Dinosaur. 
When  you  choose  to  play  this  game,  you 
select  the  kind  of  dinosaur  you  want  to 
be;  a  vegetarian  brontosaurus  or  stego- 
saurus,  or  a  carnivorous  tyrannosaurus. 
As  a  herbivore,  you'll  be  continually  ha- 
rassed by  tyrannosauri  rex  (if  that's  the 
plural).  These  guys  make  the  dark  over- 
lords look  like  a  Girl  Scout  troop. 

Whatever  sort  of  prehistoric  beast 
you  become,  you  have  to  eat  constant- 
ly. When  in  motion,  dinosaurs  use  up 
calories  faster  than  my  old  Tord  LTD 
drank  high-test.  In  other  words,  you 
had  better  find  food  fast. 

To  make  your  dinosaur  eat,  just 
park  your  brontosaurus  by  a  tree  or 
your  stegosaurus  by  a  bush.  Every  few 
seconds,  it  will  consume  the  nearby 
vegetation  and  have  to  move  on. 


You  move  from  left  to  right  across 
the  screen,  and  when  you  exit  the  right 
side,  your  ecosystem  changes.  You  can 
also  go  the  other  way,  returning  to  ear- 
lier ecosystems.  Although  it's  nice  to  be 
able  to  move  both  forward  and  back- 
ward, there's  no  good  reason  to  do  so. 
The  game  is  essentially  two-dimensional. 
You  can  proceed  in  one  direction  or 
turn  and  run  in  the  opposite  direction. 
Only  the  line  of  trees  and  bushes  clos- 
est to  the  screen  is  actually  available  for 
consumption. 

The  environments  you  experience 
in  the  various  ecosystems  are  generally 
plains  of  temperate  vegetation.  Two  eco- 
systems have  lakes,  and  one  is  semiarid. 

You  should  start  out  as  a  stegosau- 
rus. There's  a  lot  more  vegetation  in  the 
environment  suited  to  its  palate — more 
so  than  for  the  brontosaurus,  which 
specializes  in  tall  trees  (because  of  its 
long  neck). 

In  the  sky  overhead,  scales  indicate 
your  calorie  load,  the  number  of  herbi- 
vores and  carnivores  in  the  environ- 
ment, and  the  quality  of  the  vegetation. 
For  me,  this  was  just  screen  clutter.  The 
rule  is  eat  and  run.  Eat  constantly  un- 
less there's  a  carnivore  on  your  tail,  and 
if  you're  a  carnivore,  remember  to  be 
patient  and  wait  for  your  prey  to  come 
close  enough  to  be  an  easy  target,  if  you 
make  a  premature  dash,  you'll  end  up 
biting  the  dust. 


Whatever  sort  of 

prehistoric  beast  you 

become,  you  have  to  eat 

constantly. 


If  you're  a  herbivore,  you're  fortu- 
nate that  the  tyrannosaurus  isn't  a 
health  nut.  It  obviously  doesn't  jog  and 
can  make  it  only  about  two-thirds  of  the 
way  across  the  screen  before  giving  up 
the  chase  and  returning  to  its  lair.  No 
wonder  it  gets  winded  easily:  It  proba- 
bly has  a  cholesterol  count  in  the  zil- 
lions, considering  all  the  red  meat  it  eats. 

When  you've  successfully  survived 
five  ecosystems,  you're  prompted  for 
your  name  (up  to  11  characters),  and 
you  receive  a  handsome  certificate  of 
achievement. 

The  game  is  probably  enjoyable  for 
small  children,  but  it's  not  for  anyone 
over  about  10.  It's  simply  too  easy,  and 
1  really  question  whether  it  teaches  any 
lessons  other  than  to  eat  constantly  and 
to  avoid  large,  toothy  monsters — two 
skills  kids  have  pretty  well  learned  by 
the  time  they're  big  enough  to  operate  a 
joystick. 


The  graphics  in  the  Build-a-Dino- 
saur module  are  a  treat.  You're  shown  a 
lab  and  a  scientist  with  an  enormous  file 
cabinet.  With  your  joystick,  select  the 
part  of  the  dinosaur  you  want:  the  head, 
neck,  body,  or  tail.  When  you've  made 
your  selection,  press  the  joystick  button, 
and  the  scientist  will  kick  the  filing  cabi- 
net. You'll  see  a  file  on  the  body  part 
you've  selected.  The  bodies,  necks,  and 
so  forth  are  only  bones,  without  the 
skin— the  way  we're  used  to  seeing 
them  in  museums  of  natural  history. 


IfMNIIJiSAUeUS  RE« 

'Million  vears 


•■llJIDATtl 
PTItI 

RANNO   AUIiiDAE 

I'  IMS  01  this  le  ton  beast 
tictlly  uiiltss.     UnliKe  thf 
>   i1    llw*^  on,    TyrJnnDiiufus 
«1    utilna   onlu    LIS   hind    ttfS 

otion.     It  klllM  mth  it! 
hind  )*9i  and  Jaw. 


^!i,    Ifi^f 


The  body  parts  aren't  drawn  to 
scale.  You  can  fit  the  head  of  a  36-inch 
reptile  on  the  body  of  one  60  feet  long 
and  it  will  look  as  if  it  belongs  there. 

As  each  body  part  is  shown,  you're 
given  a  tiny  lesson  about  the  dinosaur 
who  contributed  the  bones  on  display. 
Tyrannosaunis  Rex,  it  proclaims,  next  to 
a  picture  of  the  animal's  cranium.  Age: 
75  miUion  years.  Upper  Cretaceous.  P/iy- 
htm:  Chardata.  Clans:  Reptilia.  Order: 
Saurischia.  Family:  Tyramiosauridac. 

You're  also  provided  with  some 
information  about  the  body  part.  Some 
of  the  facts  are  interesting  (The  tyranno- 
saurus cranium  was  very  highly  devel- 
oped and  contained  very  strong,  sharp 
teeth  that  were  replaced  as  old  teeth  were 
lost),  and  some  are  weird  (The  massive 
crest  across  tlie  cranium  [of  the  Corylho- 
saurus]  was  yrobably  used  for  mating  calls). 

In  all,  you're  provided  with  6  tails, 
5  bodies,  5  necks,  and  11  heads.  You 
can  mix  and  match  at  will,  and  then 
print  the  thing  (provided  you  have  a 
Commodore  or  Epson  printer).  When 
you  print  the  monster  you  create,  you'll 
receive  a  short  critique.  It  might  let  you 
know  that  you  mixed  carnivore  and 
herbivore  parts,  which  could  be  a  bit 
confusing  at  mealtime. 

The  performance  of  the  disk  with 
the  128  (in  64  mode)  and  1571  disk 
drive  was  spotty,  erratic,  and  tempera- 
mental. After  I'd  survived  a  number  of 
environments,  the  computer  locked  up 
in  a  big  way.  Even  rebooting  didn't 
help.  I  had  to  turn  it  off  and  let  it  relax 
for  a  couple  of  minutes  before  it  would 
run  Designasaurus  again.  I  found  this 
aspect  of  the  package  to  be  tiresome 
and  frustrating,  and  I'm  almost  fully 
grown  (36).  I  imagine  it  would  make 
small  children  very  upset.  For  the  last 

COMPUTEI's  Gazette     April  1989    31 


hour,  1  attempted  repeatedly  to  load  the 
program  on  my  128  in  64  mode.  Al- 
though It  had  run  earlier,  1  was  unsuc- 
cessful in  getting  it  to  run  again. 

Each  time  I  tried  to  load  Build-a- 
Dinosaur  with  my  12S  (in  64  mode),  the 
program  crashed.  1  had  to  run  it  on  my 
64  with  1541  drive.  With  that  equipment, 
all  parts  of  the  program  vvorked  fine. 

Kids  love  dinosaurs.  Very  young 
kids  will  enjoy  the  game.  Slightly  older 
kids  will  get  a  kick  out  of  creating  their 
own  nightmare  creatures.  The  addition 
of  the  eerlificatc  of  accomplishment 
and  the  ability  to  create  an  iron -on  are 
frosting  on  the  cake.  All  in  all,  Dcsigna- 
saurus  is  a  treat  and  can  be  educational 
as  well. 

—Robert  Bixbt/ 

Designasaurus 

Britaiuika  Software 

345  4lh  SI. 

San  Francisco,  CA  94107 

$29.95 


Heuromancer 

Chiba  City,  as  depicted  by  William  Gib- 
son in  his  novel  Neiiromancer,  is  the  un- 
derbelly of  the  Tokyo  of  tomorrow.  In 
Chiba  City,  you  can  get  anything  you 
want — for  a  price.  Chiba  City  is  where 
the  hottest  software  manipulators  of 
the  day — the  cyberspace  cowboys — - 
hang  out. 

Now  Gibson's  Chiba  City  and  its 
inhabitants  have  been  brought,  appro- 
priately enough,  to  the  computer.  Inter- 
play has  done  a  stunning  job  of  trans- 
lating Gibson's  grim  vision  of  the  future 
into  an  animated  software  novel.  With 
only  a  few  missteps,  Troy  Miles  and  the 
design  and  programming  team  have 
created  a  software  novel  that  delivers 
much  of  the  impact  of  the  original. 

Gibson  was  not  the  first  science- 
fiction  writer  to  suppose  a  day  after  to- 
morrow when  the  ability  to  manipulate 
data,  crack  codes,  and  raid  corporate 
databases  has  become  a  valued  skill. 
But,  m  Neurommtccr  and  his  subsequent 
books,  Gibson  patented  a  distinctive 
cynical,  antiheroicai  style  that  has  at- 
tracted many  followers.  His  books  are 
about  losers,  people  on  the  fringe,  cor- 
porate titans.,  and  a  place — cyberspace, 
the  network  where  all  the  corporate 
computers  come  together — that  may  be 
coming  to  life. 

As  a  game,  Ncuromatjcer  shares 
many  of  these  qualities.  The  game  be- 
gins in  much  the  same  way  the  novel 
does.  You're  a  hot  cyberspace  jockey, 
down  on  your  luck.  Your  deck — the 
computer  gear  you  use  as  a  gateway  to 
the  databases  and,  with  enough  power, 
to  cyberspace  itself — is  in  a  pawn  shop. 
You're  in  arrears  at  Cheap  Hotel,  where 
you  live.  Word  is  that  someone's  out  to 

32     COMPUTEIS  Gazette     April  1989 


kill  you.  But  xvho?  And  why? 

The  first  order  of  business  is  to  get 
your  bearings  and,  from  them,  begin  to 
build  your  strength,  fatten  your  wallet, 
heighten  the  power  of  your  deck,  and 
erect  what  defenses  you  can  against 
those  who  would  kill  you  and  sell  your 
body  parts. 

Character  action  is  determined  by 
player-selectable  icons.  These  tell  you 
your  current  state  of  health  and  finan- 
cial well-being,  provide  an  inventory  of 
items  in  your  possession,  and  let  you 
access  the  communications  network 
(PAX),  talk  with  other  characters,  walk 
through  the  worid,  use  ROM  constructs 
at  the  higher  levels  of  the  game,  and  ac- 
cess a  variety  of  disk  functions.  Al- 
though tucked  into  a  lower  corner  of 
the  screen,  the  icons  are  large  enough  to 
bo  used  easily:  I  had  no  problems  with 
cursor  control  when  switching  among 
the  functions.  A  few  moments  spent  fa- 
miliarizing yourself  with  the  various 
icons  will  be  repaid  as  the  game  pro- 
gresses. Don't  dally  too  long,  though. 
This  is  a  realtime  game.  The  clock  is 
running  constantly;  time  and  date  can 
bo  checked  by  way  of  the  icons  as  well. 
(If  you  do  linger  too  long  in  one  spot, 
you're  prodded  toward  action  by  Devo's 
soundtrack,  which  makes  excellent  use 
of  the  64's  SID  chip.) 

One  of  Neiirottiaticcr's  many  nice 
touches  is  the  way  in  which  the  first- 
time  player's  experience  corresponds 
with  that  of  the  game's  central  charac- 
ter. He  doesn't  know  much  more  than 
you  do,  but  he  has  certain  tools  at  his 
disposal. 


messages  on  the  BBS.  You  should  keep 
paper  and  pencil  handy  throughout  the 
game  to  make  notes  of  various  access 
codes  and  other  information  that  can 
help  you  get  ahead. 

Since  you  can  do  only  so  much 
from  the  bar,  you'll  likely  soon  take  to 
the  streets.  Chiba  City  is  a  decadently 
gorgeous  place  to  walk  around,  for  the 
dominant  color  is,  to  paraphrase  Gibson 
himself,  a  gray  the  color  of  a  television 
tuned  to  a  dead  channel,  (Bear  in  mind 
as  you  move  through  the  world  that  the 
world  is  moving  on  as  well.  Keep  an  eye 
on  the  clock  and  calendar.  Watch  your 
wallet:  Everythhijf;  costs  money,  and  a 
mistake  can  get  you  fined.  Log  onto 
PAX  when  the  opportunity  arises;  new 
messages  and  responses  to  your  trans- 
missions appear  constantly.) 


nnittninq  el"  -jou  H*nt  to  mi   nrij 


The  size  and  richness  of 
Neuromancer's  world 

help  it  overcome  the 
dilemma  that  faces  many 

graphics  adventures. 


Chief  among  the  tools,  at  least  at 
the  beginning  of  the  game,  is  the  PAX 
system  by  which  people  in  Chiba  City 
keep  current  with  news,  use  bulletin 
boards  for  receiving  and  sending  mes- 
sages, and  manage  their  banking  needs. 
PAX  booths  are  located  at  various  loca- 
tions in  Chiba  City.  In  order  to  log  on, 
you  must  align  several  items  on  the  code 
wheel  that  accompanies  the  game — a 
neat  way  of  making  copy  protection  a 
logical  part  of  the  game's  experience. 

There's  a  PAX  booth  in  the  bar 
where  you  wake  up,  and  it's  a  good 
idea  to  use  it  right  away.  Check  the 


Character  movement  is  smoothly 
animated  and  convincing.  Even  repeti- 
tive gestures  made  by  static  characters 
have  a  certain  charm.  The  designers  at 
Interplay  have  endeavored  to  make 
each  character  reflect,  at  least  graphi- 
cally, a  different  personality,  and,  to  a 
large  extent,  they've  succeeded. 

Not  that  there  are  many  static 
characters  in  Neuromancer.  Nearly  ev- 
eryone you  encounter  has  something  to 
tell  you  or  sell  you.  The  dilemma  is  get- 
ting the  information  out  of  them.  Con- 
versation takes  the  form  of  selectable 
dialogue  balloons  for  standard  replies 
and  fill-in-the-blank  balloons  for  seek- 
ing specific  information.  Again,  careful 
notes  taken  here  and  there  can  help  you 
pose  the  right  questions  at  later  points 
in  the  game.  Neuromancer's  parser  is 
pretty  smart;  I've  had  success  using 
general  terms  to  get  specific  answers. 

Those  answers — and  the  people 
who  possess  them — are  scattered 
throughout  one  of  the  larger  softvrare 
worlds  I've  encountered.  Like  Lucas- 
film's  Maniac  Mansion  or  Zak  MacCrack- 
en,  the  world  of  Neuromancer  seems  to 
go  on  and  on.  Streets  and  sidewalks 
twist  and  turn,  and  alloys  can  be  ex- 
plored. You  can  enter  stores  and  restau- 
rants, penetrate  high-security  zones, 
purchase  tools  at  hardware  and  software 
emporia,  or  raise  cash  at  body-parts 
shops  by  selling  excess  organs.  For  all  its 


size,  Chiba  City  is  easy  to  get  around  in. 
On  occasion,  I've  found  myself  forced  to 
return  to  a  different  section  of  town  and 
I've  made  the  journey  quickly. 

The  size  of  that  world,  and  its  rich- 
ness, helps  Neummaiiccr  overcome  the 
dilemma  that  faces  many  graphics  ad- 
ventures. While  word  puzzles  and  codes 
are  an  important  part  of  the  game, 
there's  more  here  than  simply  trying  to 
find  an  acceptable  command.  This  is  a 
world  with  which  you  can  interact. 

But  the  "real"  world,  Chiba  Citv, 
pales  beside  the  artificial  universe  that 
is  cyberspace.  If  getting  to  cyberspace  in 
the  first  place  isn't  easy,  staying  alive 
there  is  twice  as  hard.  ICE— Intrusive 
Countermeasure  Electronics — and  Ar- 
tificial Intelligences  will  do  everything 
in  their  power  to  guard  their  databases 
from  your  intrusions.  If  you've  assem- 
bled the  right  hardware  and  software 
tools,  though,  you  can  work  your  way 
through  the  defenses  and  begin  to  un- 
ravel some  of  the  mysteries  of  Neuw- 
maticer.  Be  careful,  though — cyberspace 
is  more  deadly  than  the  streets  of  Chiba 
City.  Watch  your  back.  (And  don't  ne- 
glect to  play  from  copies,  saving  early 
and  often  lest  you  lose  the  hard- won 
progress  you've  made.) 

Nt'iiromancer  is  not  a  quick  game. 
It's  best  taken  in  stages,  planning  the 
acquisition  of  funds,  learning  your  way 


around  Chiba  City,  gathering  as  much 
information  as  possible  before  attempt- 
ing the  leap  to  cyberspace.  Even  experi- 
enced players  of  software  narratives 
may  have  a  tough  time  getting  through 
some  parts  of  this  one;  Interplay  is  cur- 
rently working  on  a  hint  book  to  make 
the  going  easier. 

Obviously,  this  much  data  takes  a 
lot  of  space.  Neuromancer  fills  both 
sides  of  two  disks.  While  there  is  a  fair 
amount  of  disk  swapping,  the  shuttle  is 
made  bearable  by  the  speed  with  which 
the  disks  load.  Devo's  soundtrack  ac- 
companies the  title  screen  and  sets  a 
tone  of  futuristic  fugue  that's  absolutely 
appropriate  for  this  game  of  antiheroes, 
con  men,  and  cybernetic  covifboys. 

Less  understandable  is  the  occa- 
sional self-consciousness  that  shows  up 
in  the  game.  Gibson's  universe  was  no- 
table for  its  gritfiness  and  lack  of  senti- 
mentality. The  same  is  true  of  the  soft- 
ware version,  but  the  illusion  is 
occasionally  spoiled  by  wisecracks  and 
jokes  about  other  Interplay  products  or 
Ncuromaticfr  itself.  It's  as  though  the 
designers  doubted  the  ability  of  their 
world  to  stand  on  its  own  and  felt 
obliged  to  throw  in  a  couple  of  jokes  to 
remind  us  of  their  cleverness.  This  is  no 
big  deal  in  one  sense:  In  a  futurisfic 
game,  Bard's  Tale  references  are  cute. 
And  the  first  time  or  two  vou  wander 


into  one  of  Neuromancer's  "joke"  rooms, 
you  might  be  amused  by  what  is  essen- 
tially a  jolt  of  solid  adolescent  humor. 

In  another  sense,  though,  the  jokes 
point  up  one  of  the  flaws  endemic  to 
software  narratives.  They  lower  the 
stakes  on  the  table.  Too  many  game  de- 
signers don't  place  sufficient  trust  in 
their  ability  to  create  alternate  worlds. 
Yet  that  is  precisely  what  the  best  of 
them — and  on  the  strength  of  Neuro- 
mancer, I  would  put  Troy  Miles  and 
company  in  that  category — accom- 
plish. There  is  an  act  of  faith,  I  believe, 
exercised  by  computer  owners  when 
they  boot  up  entertainmeJit  software 
such  as  Neuromancer,  and  it  is  the  same 
act  of  faith  exercised  when  we  read  a 
book  or  see  a  movie.  It  says,  "Take  me 
away.  Show  me  something  I've  never 
seen  before.  Let  me  live  a  life  that 
would  otherwise  be  denied  me." 

That's  a  lot  of  freight  for  a  software 
game — or  a  novel,  for  that  matter — to 
bear.  But  Neuromancer,  with  only  the 
slightest  and  most  occasional  of  gaffes, 
bears  it  beautifully, 

—Keith  Ferrell 
Neuromancer 
Interplay 

Distr United  In/  Mediagenic 
3885  Bohamum  Dr. 
Menh  Park,  CA  94025 
$29.95  > 


Everyday  People  on  CompuServe 
Join  a  Group. 

If  you  liice  to  make  friends  and  meet  people,  the 
quickest  way  to  do  it  is  through  one  of  CompuServe's 
Special  Interest  Forums,  Dedicated  to  a  variety  of  profes- 
sions, hobbies  and  . 
particular  interests.        '  'lb  me.  Forums  are  the  life- 

Check  the  mes-    blood  of  CompuServe.  Became 
SJ^  boards  to  catch  CompuServe  is  people,  interact- 
up  on  the  latest       ing  uHtb  other {mple.  It's  not 
news,  lUlk  with      just  the  taking  side,  it 's  being 
other  members  in    able  to  give  that  is  one  of  the 
forum  conferences,  ^^mt  things  about  CompuServe. " 

And  scan  forum  _  Oumka  Stngb  Kalsa.  Pbystcs  Engitwer 

libraries  for  inter-      ~—-  — 

esting  information.  CompuServe  has  members  across 
the  country  and  around  the  world.  Thousands  of  peo- 
ple just  like  you,  all  interested  in  swapping  ideas,  solv- 
ing problems,  sharing  information  and  making  new 
friends.  To  join,  call  800  848-8199  or  see  your  computer 
dealer.  But  do  it  soon,  because  there's  an  awful  lot  of 
people  waiting  to  meet  you. 

CompuServe' 


Heavy  Metal: 
Motfern  Land  Combat 

Compared  to  umr,  all  other  forms  of  hu- 
man endeavor  shrink  lo  insignificance. 
Cod,  how  I  love  it. 

—General  George  S.  Pat  ton 

Since  old  "Ulood  and  Guts"  Patton 
loved  warfare,  I  think  he'd  have  gotten  a 
real  kick  out  of  this  tank  simulation  from 
Access.  Heavy  Metal  offers  a  taste  of 
modem  mechanized  warfare  on  several 
levels,  from  tactical  planning  to  swap- 
ping tank  rounds  with  enemy  gunners, 

You  start  as  a  cadet  in  this  simula- 
tion and  learn  to  operate  three  modem 
weapon  systems:  the  MlAl  Abrams 
Main  Battle  Tank  (MBT),  the  Air  De- 
fense Anti-Tank  (ADAT)  System,  and 
the  Fast  Attack  Vehicle  (FAV),  Only 
after  you  qualify  with  these  weapons 
and  earn  a  commission  will  you  be  al- 
lowed to  enter  the  Tactical  Command 
Center  (TACC).  This  is  where  you'll 
have  a  chance  to  earn  pron^otions,  de- 
pending on  how  well  you  handle  your- 
self and  your  units  in  combat. 

If  you  hope  to  avoid  the  wrath  of 
General  E.  E.  "Bud"  Dink  following 
each  game's  debriefing  session,  you'll 
have  to  learn  your  way  around  your 
equipment.  The  Ml  battle  tank  is  the 
most  sophisticated  of  the  three  weapons 
and  probably  the  most  difficult  to  master. 

The  instrument  screen  in  your  tank 
offers  more  than  20  different  controls 
and  readouts,  and  it  takes  several  ses- 
sions to  become  familiar  with  them  all. 
Since  some  nasty  fellows  will  be  shoot- 
ing at  your  tank,  it's  a  good  idea  to  fa- 
miliarize yourself  with  the  manual 
before  you  head  into  combat.  Fortu- 
nately, the  manual  is  clear  and  concise. 

Your  tank's  Thermal  Imaging  Sys- 
tem locates  the  enemy,  and  a  Target 
Cursor  appears  on  the  main  screen 
whenever  targets  move  within  range. 
This  information  is  fed  automatically 
into  a  Laser  Rangefinder.  Turn  the 
tank's  turret  with  the  joystick  or  key- 
board until  your  120mm  cannon  is 
pointing  at  the  target.  Raise  or  lower 
the  cannon  angle  with  the  joystick  until 
the  projectile  range  matches  the  target 
range.  Then  press  the  fire  button  to 
squeeze  off  a  round.  You'll  see  a  shell 
arc  forward  and  watch  the  target  ex- 
plode— if  your  shooting  is  accurate.  If 
it's  not,  keep  moving,  make  lots  of 
smoke,  and  hope  your  armor  is  thick, 
because  these  targets  shoot  back. 

The  ADAT  is  a  tank-mounted 
weapon  designed  to  destroy  enemy 
MiG  fighters  and  TR-80  tanks.  You 
have  a  bank  of  laser-guided  missiles 
that  are  90-percent  effective  against  the 
jets.  You  also  have  a  30mm  manually 
operated  cannon  that's  as  good  as  your 
aim  against  tanks  and  aircraft. 

34     COMPUTE!  s  Gazene     April  1989 


Graphics  on  this  screen  have  a  pro- 
nounced 3-D  effect,  featuring  a  desert 
landscape,  mountains,  and  clouds. 
Tanks  cross  the  screen  as  squadrons  of 
MiGs  attack  your  unit.  There's  plenty 
happening  in  this  scenario,  and  the 
graphics  of  the  attacking  planes  are  es- 
pecially good. 

The  action  is  fast  and  furious,  and 
you'll  need  three  hands  to  fight  effec- 
tively. Two  hands  on  the  joystick  aim 
and  fire  the  cannon.  One  shell  will  bring 
down  a  plane,  but  it  takes  at  least  two 
well- placed  hits  to  destroy  a  tank.  Laser 
missiles  lock  on  the  jets  automatically, 
but  you'll  need  the  third  hand  on  the 
space  bar  to  launch  them.  They  fly  real- 
istically toward  the  incoming  aircraft. 
They're  effective,  but  you'll  need  the 
cannon's  rapid-fire  capability  to  survive, 

1  particularly  enjoyed  the  ADAT. 
I've  piled  up  some  impressive  scores, 
but  a  lot  depends  on  your  joystick.  If  it's 
worn  and  sluggish,  you'll  have  a  tough 
time  lining  up  the  crosshairs  on  your 
targets. 

The  third  weapon  in  your  mecha- 
nized arsenal  is  the  FAV.  It's  a  TOW 
missile  launcher  mounted  on  a  dune 
buggy.  The  FAV  is  more  of  a  driving 
simulation  than  the  others,  but  there's 
one  little  catch,  Vou  can  steer,  but  you 
can't  brake,  and  the  FAV's  only  speed  is 
close  to  100  mph.  Your  object  is  to  de- 
stroy equipment  and  supplies  as  you 
drive  through  the  enemy  lines  without 
crashing.  Steer  and  shoot  accurately; 
there  are  plenty  of  obstructions  waiting 
to  destroy  your  FAV. 


Any  of  the  simulations 

here  is  good  enough  to  be 

sold  separately. 


Watch  out  for  helicopters  and  in- 
coming mortar  rounds,  too;  you've  got 
99  different  defense  levels  to  pene- 
trate— and  you  have  only  ten  vehicles. 
This  is  the  simplest  of  the  three  simula- 
tions, but  1  had  a  terrible  time  eaming  a 
decent  score.  It's  fun  to  play,  but  I 
thought  I'd  never  qualify. 

Any  of  these  simulations  is  good 
enough  to  be  sold  separately,  but  to- 
gether they  make  a  value -packed  com- 
bination. And  there's  still  more. 

Once  qualified  on  each  of  the  three 
units,  you're  promoted  to  second  lieu- 
tenant. (Scores  are  saved  each  time  you 
play,  so  you  don't  have  to  master  all 
three  at  one  time.)  Now  that  you're  an 
officer,  you  can  enter  the  Tactical  Com- 
mand Center  and  exercise  your  leader- 
ship qualities. 

Several  numerically  superior  ene- 
my units  are  moving  toward  your  head- 


quarters. You  have  one  each  of  the 
MET,  ADAT,  and  FAV  units,  plus  a 
support  unit  of  your  choice.  Your  objec- 
tive is  to  intercept  the  enemy  units  and 
defend  your  HQ. 

As  in  a  real  battle,  each  unit  has  a 
limited  amount  of  fuel  and  ammuni- 
tion. If  supplies  run  low,  you  have  to 
pull  that  unit  out  of  combat  and  send  it 
back  to  resupply  at  HQ.  If  the  enemy 
occupies  your  HQ,  your  supplies  are  cut 
off  until  you  can  regain  control.  Run  out 
of  fuel  and  you're  out  of  action. 


The  TACC  screen  resembles  a  topo- 
graphical map.  Your  units  are  on  the  left, 
next  to  HQ,  and  the  computer  places 
several  enemy  units  on  the  map.  When 
the  game  begins,  the  enemy  starts  mov- 
ing toward  your  HQ.  As  the  defending 
commander,  you  have  to  send  units  out 
to  engage  the  advancing  forces. 

When  all  the  units  are  in  combat, 
the  computer  handles  the  fighting.  You 
could  just  sit  back  and  watch  the  pro- 
gress, but  your  units  probably  will  be 
defeated  unless  you  give  them  a  hand. 
Select  an  MBT,  ADAT,  or  FAV  unit  and 
enter  the  combat  yourself.  Help  them 
out  for  as  long  as  you  choose;  then 
check  the  battle's  progress.  You  can 
move  your  units,  have  them  engage 
other  enemy  positions,  or  fall  back  to 
resupply — whatever  you  think  is  best. 

Since  your  forces  are  outnum- 
bered, don't  be  too  discouraged  if  you 
don't  win.  Concentrate  on  eliminating 
as  many  of  the  enemy  as  you  can. 
That's  the  way  to  gain  advancement 
points,  and  your  record  will  be  saved  on 
the  unprotected  disk.  Earn  enough 
points  and  promotions  and  you  can 
even  outrank  General  Dink  himself. 

Heavy  Metal  is  fun  on  several  lev- 
els. Play  the  FAV  or  ADAT  for  arcade 
action,  or  try  the  MBT  if  you  want  more 
depth  of  play.  Strategy  gamers  will  en- 
joy the  TACC  and  the  challenges  it  of- 
fers. I  may  not  share  General  Patton's 
feelings  about  war,  but  I  certainly  get  a 
kick  out  of  Heavy  Metal. 

— To  Hi  Netse! 

Heavy  Metal:  Modem  Land  Combat 

Access  Software 

545  W.  500  S. 

Bountiful,  UT  84010 

$39.95 


Caveman 


Ugti'lmpics 

We've  rigged  up,  at  great  expense  to 
ourselves,  a  satellite  hookup  to  the  pre- 
historic past.  (You  know,  the  first  15 
minutes  of  the  movie  200]:  A  Space  Od- 
yssey). To  justify  the  cost,  we  asked  the 
first  cave  dweller  we  saw  to  review 
Caveman  Ugh-lyinpics,  a  rew  game  from 
Electronic  Arts. 

"Ugh.  Need  three  things."  (He's 
holding  up  four  fingers.  This  could  be  a 
problem.) 

"Number  I:  Need  sturdy  joystick. 
No  namby-pamby  icon  mover.  Rough 
'n'  tough  gamestick.  Number  2:  Need 
tenacity,  uh  .  . .  stick-to-it-ness.  Games 
not  that  easy.  Number  3:  Need  funny- 
bore.  Ugh-lympks  a  real  tickle." 

What  Mr.  uh  . . .  what  Ugghhh  is 
saying  is  that  Electronic  Arts  has  done  it 
again.  Apparently,  some  of  its  program- 
mers took  part  in  one  of  those  zany, 
twisted  sessions  they  obviously  have 
often  at  EA.  The  result  is  an  entertain- 
ing set  of  games  whose  entertainment 
value  lies  as  much  in  the  games'  humor 
as  in  the  playing. 

It's  35000  B.C.  and  you're  invited 
to  participate  in  the  Caveman  Ugh- 
lympics.  You  can  choose  to  be  any  of  six 
characters  who  take  part  in  six  bone- 
crushing  events:  Mate  Toss,  Fire  Mak- 


ing, Clubbing,  Dino  Race,  Dino  Vault, 
and  Saber  Race.  You  play  Cavemayi 
Ugh-lympics  much  the  ivay  you  play 
Epyx's  IV/jifcrand  Summer  Games,  with 
similar  joystick  moves.  Up  to  six  play- 
ers can  compete,  or  you  can  compete  on 
your  own  against  the  computer. 

Let's  look  at  some  of  the  games  up 
close. 

Two  contestants  (Thag  and  Ugha) 
sit  glaring  at  each  other  in  front  of  two 
piles  of  brush.  At  the  signal  (Ugh!)  each 
begins  rubbing  two  sticks  together,  try- 
ing to  make  sparks.  Ugha  succeeds  first 
and  starts  puffing  at  the  sparks  to  ignite 
the  pile  of  brush.  Frustrated,  Thag  clob- 
bers Ugha  with  his  club,  buying  time 
while  Ugha  admires  the  pretty  stars  or- 
biting his  head,  Thag  now  has  sparks  and 
is  furiously  puffing  away  when  Ugha  re- 
turns the  favor  with  his  own  club. 

Suddenly  a  wisp  of  smoke  appears 
in  Ugha's  brush.  Taking  a  deep  breath, 
he  delivers  a  blast  of  air  to  the  brush 
pile,  but  nothing  happens.  Thag,  re- 
cently back  from  his  tour  of  the  heav- 
ens, rubs  his  sticks  faster.  Now  he  has 
smoke,  too.  When  n  red-faced  Ugha 
stops  to  catch  his  breath,  Thag  nails 
him  again  with  his  club. 

Thag  fans  his  festering  fire  into  a 
roaring  blaze  and  wins  the  Fire  Making 
competition  in  a  now  record  time  of 
63,5  seconds! 


Next  event:  Mate  Toss. 

Gronk  barks,  "Come  with  me, 
woman,"  stepping  into  a  rock-bordered 
circle. 

Grabbing  her  by  the  ankles,  he  be- 
gins to  swing  her  around  slowly.  Grad- 
ually increasing  speed,  he  suddenly 
releases  his  grip,  and  she  sails  outward 
in  a  graceful  arc — 10  ...  20  ...  30 
fools.  Thrashing  for  all  she's  worth, 
she  makes  her  landing  approach  rather 
like  an  air- thrown  bowling  ball.  It's  a 
three-bouncer,  33  foots.  She  shrugs 
her  shoulders. 

"Hold  foots  longer,"  she  advises. 

On  his  next  attempt,  Gronk  hangs 
on  too  long,  turns  purple  in  the  face, 
and  throws  only  21  foots.  His  mate, 
though  groggy,  gives  him  a  thumbs- 
down.  "Mate  built  like  boulder,"  he 
grumbles. 


Everyday  People  on  CompuServe 


Sit  Down  and  Shop. 

No  matter  how  close  yoii  live  to  the  local  mall,  it'll 
never  be  as  convenient  as  CompuServe.  Beoiuse  The 
Electronic  Mall®  is  as  close  as  your  keyboard,  and  it's 
open  24  hours  a  day.      

You'll  find  a  "Prices  in  the  Mail  are  very 

wide  Vitriety  of        good  for  comparison  shopping 
shops  you  m  ighl      especially  for  someone  like  me 
not  normally  find    tvbo  lives  in  a  small  town  where 
locally.  Like  Bloom-    Ibere  's  only  one  store,  and  no 
ingdale's  or  the        software." 

Metropolitan  _  Greg  Ttvtler,  College  Student 

Museum  of  Art  gift 

shop.  There's  a  discount  shopping  club  called  Shopper's 
AdvaiitJige':'^  You  c^n  talk  directly  to  merchants.  And 
you  can  make  informed  shopping  decisions  with 
Consumer  Reports  online. 

Call  800  848-8199  or  see  your  computer  dealer 
Then,  instead  of  shopping  till  you  drop,  you  can  just 
pull  up  a  chair. 


CompuServe' 


Third  and  final  attempt.  VVhoosh— 
20,  30,  40,  50!  Speed,  timirg,  and 
thrashing  all  combine  to  create  a  toss  of 
59  foots  and  a  grinning  thumbs-up 
from  his  mate.  Not  a  record,  but  good 
enough  for  middle  rock  at  the  awards 
fight,  (Top  rock:  get  knees  bashed;  bot- 
tom rock:  got  head  bashed;  middle  rock; 
get  both.) 

Next  event:  Clubbing. 

Two  adversaries  grimace  at  each 
other  from  opposite  sides  of  a  tall  butte, 
a  dangerous  drop-off  on  all  sides.  Clubs 
rendy,  the  two  stomp  impatiently, 
awaiting  the  start  of  intimidation.  (An 
advantage  here  may  determine  the  win- 
ner of  the  game.)  At  a  given  signal,  each 
begins  to  flail  and  jump  wildly.  Gronk  is 
startled,  but  stands  his  ground.  Con- 
fused by  his  lack  of  reaction,  Crudla 
backs  up  a  few  steps  to  consider  strate- 
gy. Before  she  can  formulate  a  plan,  the 
clubbing  begins.  Gronk  attacks  first  with 
a  low  knee  bash.  Crudln  counters  by 
pointing  over  Gronk 's  shoulder. 


"Graphics  grade  A 
number  1 — almost  like 

cartoon — and  neat 
touches  make  for  many 
belly  laugh."— iigghh 


"Look,  it  bird!" 

Gronk  stops,  turns,  and  never  sees 
Crudla's  fearsome  head  bash.  Furious, 
Gronk  attempts  to  deliver  a  face  bop, 
but  Crudla  ducks.  She  points  again. 

"It  plane!" 

Gronk  turns  to  look,  not  realizing 
planes  have  yet  to  be  invented.  Crudla 
connects  with  another  head  bash. 
Gronk  recovers,  only  to  find  Crudla 
pointing  behind  him  a  third  time. 

"It  Superman!" 

As  Gronk  turns,  Crudla  strikes 
with  a  knee  bash  and  a  final  overhead 
bash.  Gronk  crumples  to  the  rock  and 
Crudla  gloats. 

"Don't  he  know  COMICS  not  in- 
vented yet?" 

For  you  twentieth-century  types, 
we'll  point  out  that  the  programmers  of 
Caveman  ilgh-li/mpics  have  also  provid- 
ed n  bit  of  prehistoric  logic.  Odd- 
numbered  players — 1,  3,  5  —  use 
joystick  1  (in  port  2),  and  even-num- 
bered players — 2,  4,  6 — -use  joystick  2 
(in  port  1).  They  also  refer  to  disks  1-4, 
though  there  are  only  two  disks.  But 
we're  picking  nits  here.  (Ugghh  notes 
that  cavemen  have  a  lot  of  those.) 

It's  only  fitting  that  we  close  with  a 
few  words  from  our  man-in-tbe-cave 
reviewer.  Go  ahead,  Ugghh. 

36     COMPUTErs  Gazalta     April  1989 


"Ugh!  Revievver  not  say  much 
more  except  graphics  grade  A  number  1 
terrific^almost  like  cartoon^and  neat 
touches  make  for  many  belly  laugh. 

"Top-notch  game. 

"You  buy." 

—Robin  and  David  Minnick 

Caveman  Ugh-lympics 
Electronic  Arts 
1820  Gateway  Dr. 
San  Mateo,  CA  94404 
$29.95 


Writer  64 

This  fast,  professional,  G  EOS -compatible 
word  processor  from  Timeworks  pro- 
vides a  different  look,  feel,  and  expe- 
rience from  ^eoWrite's. 

Anyone  who  uses  gcoWrilc  inten- 
sively and  who  enjoys  the  other  aspects 
of  the  GEOS  operating  system  will 
jump  at  the  chance  to  work  with  a  fast- 
er, more  flexible  word  processor.  This 
would  be  especially  true  for  a  word  pro- 
cessor that  provided  the  advantages  of 
geoWrite — without  the  disadvantages 
of  jumping  back  and  forth  on  the  page, 
losing  some  characters  from  the  key- 
board buffer,  wailing  for  the  screen  to 
scroll  up  or  down,  and  having  to  look  at 
the  fuzzy  appearance  of  some  fonts  on 
the  40-column  screen. 

Some  time  ago,  I  decided  that  what 
I  needed  was  a  sort  of "geoSpeed- 
Script":  a  text  editor  simple  enough  for 
a  beginner  to  use  right  out  of  the  box, 
but  with  advanced  features  available  in 
the  background  for  those  with  the  am- 
bition to  learn  them.  I  wanted  a  word 
processor  with  the  ability  to  perform 
global  formatting.  It  also  needed  to  be 
clear,  manageable,  and,  above  all,  fast. 

Here's  an  example  of  how  this  hy- 
pothetical Commodore  64  word  proces- 
sor could  be  used.  Recently,  1  needed  to 
sot  up  a  long  manuscript  to  print  as  a 
booklet.  1  wanted  the  large  Roma  font 
in  bold  throughout,  fully  justified,  with 
a  header  and  a  footer.  The  manuscript 
was  only  30  pages  long,  but  it  took  no 
less  than  three  hours  to  format  it  the 
way  I  wanted  it  with  geoWrite  2.1  for 
the  64, 

geoWrite  lacks  the  ability  to  select 
the  entire  manuscript,  so  you  have  to 
make  global  changes  page  by  page.  I 
had  to  select  the  page,  impose  the  18- 
point  Roma  font,  then  choose  boldface, 
select  full  justification,  and  finally  insert 
the  page  break  carefully  to  avoid  wid- 
ows and  orphans.  Then,  when  I  was  a 
little  way  into  the  procedure,  1  had  to 
stop  and  do  it  over  again,  1  had  forgotten 
to  insert  the  header  and  footer,  which  af- 
fect the  page  length.  Then,  when  1  print- 
ed the  first  page,  1  discovered  that  I  had 
neglected  to  insert  an  extra  blank  line 
beneath  the  header,  making  it  appear 


too  close  to  the  body  text.  So  I  had  to  do 
it  over  again,  readjusting  the  page 
breaks  throughout  the  manuscript. 

In  the  end,  the  manuscript  looked 
great  on  paper,  and  I  felt  a  warm  sense 
of  accomplishment  for  having  stuck 
with  a  difficult  task.  But  1  had  the  strong 
feeling  that  there  had  to  be  a  bettor 
way.  Once  again,  1  resolved  to  sit  down 
with  geoProgrammer  and  begin  "geo- 
SpeedScript."  Someday. 

Writer  64,  from  Timeworks,  makes 
that  forbidding  project  unnecessary. 
Not  everyone  will  instantly  fall  in  love 
with  this  word  processor,  and  it  does 
have  a  few  serious  drawbacks,  but  it 
also  represents  a  happy  marriage  of 
GEOS  and  fast  word  processing. 

The  Writer  64  screen  looks  differ- 
ent from  geoWrite's.  When  you  enter 
text,  you  don't  see  the  familiar 
WYSIWYG  (What  You  See  Is  What  You 
Get)  screen.  The  text  is  uniformly  dis- 
played in  a  highly  readable  version  of 
the  system  font.  When  you  select  a  now 
font,  type  stylo,  page  width,  tab,  or 
page  break,  it's  represented  onscreen 
by  a  reverse  at-sign  (@).  You  can  see 
the  information  contained  in  the  em- 
bedded code  by  moving  the  cursor  to 
the  text.  The  information  contained  in 
the  code  will  be  displayed  in  an  on- 
screen window. 

If  you've  ever  seen  XyWriie  (a  pro- 
fessional word  processor  for  the  PC)  in 
action,  you'll  recognize  some  of  the 
philosophy  behind  Writer  64.  The 
screen  presents  the  text  with  its  format- 
ting codes,  not  the  page  as  it  will  appear 
on  paper.  It's  a  throwback  to  an  earlier, 
simpler  time,  when  computers  were  un- 
able to  display  anything  but  text. 

If  you're  wedded  to  the  WYSIWYG 
ideal  and  you  absolutely  must  see  the 
page  as  it  will  appear  on  paper,  you  can 
still  do  that.  Simply  click  on  Full  Page 
and  you'll  be  able  to  move  all  around  a 
depiction  of  the  printed  page.  You 
won't  be  able  to  edit,  but  you  will  see  a 
realistic  preview — which  is  the  whole 
idea  behind  WYSIWYG  in  the  first  place. 

Meanwhile,  you'll  be  able  to  type 
as  fast  as  you  want  and  change  any  as- 
pect of  your  manuscript  as  often  as  you 
like.  If  you  have  a  global  attribute  to  set, 
simply  go  to  the  beginning  of  the 
manuscript  and  set  it  there.  The  entire 
manuscript  will  take  on  that  attribute, 
unless  it's  specifically  overridden  later 
in  the  text. 

You  can  affect  the  type  style  and 
font  globally  {throughout  a  manu- 
script). Writer  64  also  has  the  built-in 
capability  (o  print  a  final-draft-quality 
printout  (double-printing  each  line  on  a 
dot-matrix  printer)  or  a  first-draft- 
quality  printout  (for  a  quick  preview  on 
paper). 

You  can't  import  geoWrite  docu- 
ments, and  currently  there's  no  way  to 
translate  between  geoWrite  and  Writer 


64.  I  find  this  to  be  n  real  timwbacl^ — 
this  should  be  a  minimal  requirement 
of  a  GEOS- compatible  word  processor. 
(The  package  says  it's  ^eoWnVr-compat- 
ible,  but  that's  based  on  the  fact  that  it 
can  use  the  same  fonts  geoWrile  can.) 
You  can  save  a  file  as  ASCII,  but  you'll 
lose  all  your  formatting.  Perhaps  Time- 
works  will  provide  a  translation  package 
as  an  upgrade  in  the  future.  A  Time- 
works  spokesperson  told  me  that  other 
users  have  requested  this.  I  wouldn't  be 
surprised  to  see  a  translation  program 
appear  on  the  bulletin  boards. 

You  can't  select  text  by  dragging 
through  it.  To  select  text,  you  must  se- 
lect Mark  from  the  Edit  menu  and  then 
pull  the  selection  through  the  manu- 
script with  the  cursor  keys.  The  key- 
board buffer  is  rather  large— 15 
characters,  by  my  estimate — so  the  se- 
lection can  easily  get  away  from  you. 
You  may  find  yourself  selecting  beyond 
the  point  where  you  want  to  stop  and 
continuing  up  to  15  lines  or  characters 
beyond.  For  people  who  are  used  to 
mice,  this  will  seem  odd,  but  hear  in 
mind  that  the  underlying  philosophy  of 
Writer  64  is  different  from  that  of  gi'O- 
Write.  This  is  a  text -editing,  keyboard- 
intensive  word  processor.  You're 
sacrificing  some  of  the  glamour  of  gcO' 
Write  for  speed. 

One  thing  that  !  may  never  get 
used  to  is  the  limited  number  of  options 


available  for  selected  text.  You  can  only 
cut,  copy,  or  paste  text.  You  can't 
change  the  formatting  or  font,  for  in- 
stance, as  you  can  with  geoWrite. 

Text  cut  or  copied  from  geoWrite 
into  the  Text  Manager  can't  be  pasted 
into  a  Writer  64  document — Writer  64 
only  recognizes  its  own  text  scraps.  It 
will  import  graphics  from  geoPaiiit, 
however.  The  graphics  scrap  has  to  be 
in  a  Photo  Manager  album. 


it 


'/(■Writer  64  trades  off  some 
of  geoWrite's  glamour 


iiim 


for  speed. 


Inserting  a  graphic  is  something  of 
a  trial,  but  it's  also  more  flexible  than 
inserting  a  graphic  with^colVnle,  When 
inserting  a  graphic  with  Writer  64, 
you'll  be  asked  to  specify  its  offset  from 
the  upper  left  comer  of  the  page.  That 
requires  a  considerable  amount  of  pre- 
planning, gcoWrite  will  center  a  photo 
scrap  on  the  page  and  automatically 
leave  room  for  it.  Writer  64  will  place  the 
graphic  literally  anywhere  on  the  page. 
If  you're  careless  with  your  measure- 
ments, it  will  happily  superimpose  the 
graphic  over  the  text.  If  you  edit  the  text 
in  a  wav  that  shoves  it  around  on  the 


page,  you  might  ruin  the  graphic  by  put- 
ting text  where  the  graphic  should  be, 

Timeworks  recommends  that  you 
place  the  call  for  a  graphic  at  the  very 
beginning  of  the  page  on  which  it 
should  appear — if  you  place  it  beyond 
that  point,  it  won't  be  printed.  The 
company  also  recommends  that  you 
print  out  a  copy  of  a  page  before  insert- 
ing the  graphic.  That  way  you  can  mea- 
sure the  position  of  the  graphic  and 
enter  the  values  exactly. 

When  1  initially  used  Writer  64  with 
a  128  in  64  mode,  running  from  the 
1 750  REU,  Writer  64  had  a  lot  of  trouble 
with  large-font  W's  and  M's.  They 
printed  on  paper  and  appeared  in  the 
page  preview  as  smears  or  other  weird 
shapes.  When  the  product  ivas  used 
again  on  the  same  equipment,  and  on 
the  64  with  a  1541  disk  drive,  this  prob- 
lem didn't  occur,  I  would  recommend 
that  the  program  be  run  from  the  i<EU  if 
possible  because  of  the  remarkable 
speed  and  flexibility  it  lends  to  virtually 
all  phases  of  GEOS  activity. 

When  the  1541  was  used  to  edit  a 
3K  text  file,  all  of  the  action  was  accept- 
ably fast  except  the  page  preview.  It 
look  nearly  Z'h  minutes  to  put  a 
WYSIWYG  display  on  the  screen  so  that 
1  could  get  an  idea  of  what  the  document 
would  look  like  on  paper.  It  took  a  simi- 
lar length  of  time  to  preview  a  reduced 
version  of  the  screen  (as  can  be  done 


Everyday  People  on  CompuServe 


Take  a  Trip. 

Whether  you  travel  for  business  or  pleasure, 
CompuServe  can  help  you  get  a  tetter  hiindle  on  it.  You'll 
have  access  to  information  from  virtually  every  major 
domestic  and  inter-  — , . 


national  airline, 
right  at  your  fin- 
gertips. So,  you 
can  compare  fares, 
select  your  route 
and  the  most  con- 
venient travel 
times — even  book 
your  reservations, 


"loftenflyfrom  New  \brk  to 
Tampa,  andiflplanmyfligbl 
online,  lean  save  SI 50  to  S200 
on  that  trip  alone.  In  the  last 
year,  I'm  saved  enough  money 
to  buy  a  round-trip  ticket  to 
Paris." 

—  Dim  Sanderson,  Systems  Consultant 


right  down  to  the  car  rental  and  hotel. 

Before  you  travel  abroad,  verify  piussport  and  visa 
requirements  in  advance.  And.  if  you're  going  to  a  new 
resort,  try  the  Travel  Forum  for  firsthand  tips  from  people 
who  have  been  there  before.  Call  800  848-8199,  or  see 
your  computer  dealer  You'll  find  CompuSer\'e  is  just  the 
ticket,  when  it  comes  to  traveling  anywhere. 


CompuServe^ 


with  geoWriie's  page-preview  function). 

When  the  WYSIWYG  preview 
(which  Timeworks  calls  Full  Page)  is  on 
the  screen,  you  can  use  your  pointing 
device  to  move  from  place  to  place  on 
the  page.  When  I  moved  (he  display 
from  the  top  of  ihe  page  to  the  bottom, 
it  took  over  30  seconds  to  bring  the  bot- 
tom of  the  screen  into  view. 

By  using  the  REU,  I  was  able  to  cut 
both  of  these  times  to  just  a  few  seconds. 

You  must  have  GEOS  version  1.3 
or  a  more  recent  version  in  order  to  run 
Writer  64  (for  this  review,  1  used  the  new 
GEOS  2.0).  Like  all  GEOS  products. 
Writer  64  performs  rather  slowly  with 
the  1541;  with  the  1581  or  1571,  it's  a  lit- 
tle faster;  but  with  the  REU,  it's  a  rabbit. 

Writer  64  can  work  only  with  files 
ranging  to  slightly  longer  than  7K  (just 
over  a  thousand  words),  but  you  can 
chain  files  together  to  make  up  longer 
documents.  A  box  in  the  upper  right 
corner  of  the  screen  keeps  track  of  the 
amount  of  space  remaining.  If  you  use 
up  too  much  space,  a  warning  will  ap- 
pear onscreen  telling  you  to  close  this 
section  and  start  another. 

When  writing,  you'll  need  to  be 
aware  of  the  various  parameters.  If 
you're  writing  in  bold  and  you  tempo- 
rarily switch  to  italics,  you  have  to  re- 
member to  turn  italics  off.  To  turn  it  off, 
select  Plain  and  then  Bold  again  from 
the  Style  menu.  (When  you  select  Plain 


to  turn  off  italics,  it  turns  off  Bold,  as 
well.)  As  you  can  see,  this  word  proces- 
sor requires  some  thought  and  planning. 

If  you  move  the  mouse  during  a 
screen  refresh,  you  might  end  up  leav- 
ing the  cursor  in  a  random  location.  For 
instance,  i  moved  the  mouse  pointer  to 
a  given  position,  clicked,  and  then 
moved  it  to  another  location  at  the  mo- 
ment the  screen  was  being  updated. 
During  the  split  second  it  took  for  the 
mouse  click  to  register,  the  cursor 
moved  to  a  new  location  along  the  line 
of  travel. 

Pulling  the  mouse  cursor  beyond 
the  top  or  bottom  of  the  page  does  not 
scroll  the  screen.  The  screen  will  scroll 
(very  rapidly)  one  line  at  a  time  if  the 
cursor  is,  for  instance,  on  the  top  line 
and  you  use  the  cursor  keys  to  move 
upward.  Clicking  on  a  special  set  of 
arroivs  will  cause  the  display  to  move 
up  or  down  one  page  (a  screenful). 

Writer  64  also  offers  mail  merge, 
online  help,  and  a  spoiler. 

With  mail  merge.  Writer  64  allows 
you  to  merge  your  document  with  other 
data.  You  can  have  as  many  as  nine 
fields  per  record,  which  means  that  you 
can  write  a  form  letter  and  leave  as  vari- 
ables a  person's  name,  street  address, 
city,  state,  and  zip  code,  as  well  as  name 
of  spouse,  car  make,  blood  type,  and 
shoe  size. 

A  program  that  concentrates  so 


heavily  on  keyboard  input  needs  a  help 
screen  to  assist  you  in  remembering  all 
the  options  available.  Writer  64  pro- 
vides three  pages  of  help  screens  show- 
ing all  the  key  combinations  needed  to 
run  the  word  processor. 

If  you  have  more  than  one  drive 
running,  the  speller  has  to  bo  in  the  op- 
posite  drive  and  on  a  disk  named 
SPELLING.  Once  you've  invoked  the 
speller,  you  won't  be  able  to  continue 
until  you've  inserted  a  disk  named 
SPELLING.  It's  poor  programming,  but 
not  uncommon  in  GEOS  applications. 
You  should  always  be  able  to  back  out 
of  a  decision  without  having  to  reboot. 

Although  the  speller  worked  fine 
when  the  disk  was  in  a  1571,  it  wouldn't 
work  at  all  with  the  speller  files  on  the 
disk  in  the  1581  drive  or  on  the  REU. 
You  can't  cheat  by  having  a  two-sided 
disk  named  SPELLING  with  both  your 
text  file  and  the  speller  in  the  1571.  1 
tried  everything  I  could  think  of  to  get 
around  these  problems — to  no  avail. 
The  speller  evidently  has  to  be  on  a  one- 
sided disk  in  a  1541  or  1571  disk  drive. 

It's  a  relatively  fast  speller,  even 
when  compared  to  ^eoSpell  running  on 
the  REU. 

The  speller  doesn't  allovv  you  to 
create  a  personal  directory.  The  speller 
dictionary  is  enormous,  however — 
100,000  words.  The  complete  speller, 
including  this  enormous  dictionary. 


Get  Twice  the  Speed 
of  an  IBM  XT  from 
Your  Commodore  64 


TURBO  MASTER  CPIT" 

4.09  MHz  Accelerator  Cartridge  for  C64 

<  Four  times  faster  processing  speed  combined  with  five 
times  faster  disk  Load  and  Save. 

<  Software  actually  runs  four  limes  as  fast.  Basic,  word- 
processor  scrolling  and  search,  spreadsheets, 
assemblers,  graphtcs.GEOS,  etc.  Compatible  with  most 
sol  t  ware. 

<  Why  upgrade  when  you  can  enjoy  dazzling  performance 
from  yourC64  now? 

>  Introductory  price  only  S179. 


Data  acquisition  and  control  interfaces 
C64&C128 


80-line  simplified  Digital  I/O  Board 

with  ROM  cartridge  socket 

Model  SS100  Plus  S129,  Additional  $119. 


Original  Ultimate  Interface 

Universally  applicable  dual  6522  versatile  interface  adapter  board. 

ivlodel  64IF22  S169.  Additional  $149. 

16-Channel,  8-bit  analog-to-digital  conversion  module. 

Requires  model  641 F22.  Model  64IF/ADC0816  $69. 

Interface  boards  include  extensive  documentation  and  program 

disk.  Manuals  available  separately  for  examination.  Call  or  write 

for  detailed  brochure. 

Resources  for  Serious  Programmers 

•  Symbol  Master  Multi-Pass  Symbolic  Disassembler.  C64  &  C128.  $49,95 

•  PTD6510  super-powerful  Symbolic  Debugger,  C64.  S49.95 

•  MAE64  6502('65C02  Macro  Editor /Assembler.  S29.95 

•  C64  Source  Code  Bool(,  Kernal  and  Basic  ROMs.  $29.95 


"We  engineer  miraclos,' 


SCHNEDLER  SYSTEMS 

Dept.  G  4  ,  25  Eastwood  Road,  P.O.  Box  5964 
Ashevllle,  North  Carolina  28813  Telephone:  (704)  274-4646 


VISA  and  Mastercard  accepted. 

All  prices  include  shipping 

prepaid  to  US  addresses. 


takes  up  an  entire  disk  side. 

Wriier  64  is  fast  (even  faster  than 
SpeedScripi  when  you're  inserting  text 
early  in  a  lengthy  document)  and  key- 
board-intensive (which  will  be  appreci- 
ated hy  touch  typists).  It's  capable  of 
formatting  tricks  that  go  beyond  geo- 
Writf,  but  you  won't  see  the  onscreen 
formatting  unless  you  request  a  preview, 

Writer  64  is  not  geoWrite-compatible, 
however,  and  it  refuses  to  import  text 
scraps  from  the  text  manager.  Writer  64 
doesn't  have  vvhat  could  have  been  its 
greatest  strength — the  ability  to  work 
as  an  adjunct  to  geoWrite.  As  a  stand- 
alone word  processor,  it's  a  tradeoff  of 
speed  and  convenience  in  exchange  for 
geoWrite's  graphics  interface.  Mouse 
mashers  will  hate  it,  because  the  mouse 
(or  other  pointing  device)  plays  such  a 
small  role.  (You  could  conceivably  get 
along  entirely  without  a  mouse  once 
the  program  was  running.) 

Writer  64  was  produced  by  a  repu- 
table company  with  a  well-deserved 
reputadon  for  quality  software  and  reg- 
ular upgrades.  I  consider  it  a  good  buy  if 
you  do  a  lot  of  word  processing  with 
your  GEOS-driven  64. 

— Robert  Bixby 

Writer  64 

Titneworks 

444  Lake  Cook  Rd. 

Deerfield,  IL  60015 

$49.95  G 


BACKUP  PROTECTED 
SOFTWARE  FAST. 

From  the  team  who  brought  you 
Copy  II  for  the  Apple,  the  Macintosh 
and  the  IBM  comes  a  revolutionary 
new  copy  program  for  the  Commodore 
64/128  computers. 

•  Copies  many  protected  programs  — 
automatically.  (We  update  Copy  II 
64/128  regularly  to  handle  new 
protections;  you  as  a  registered 
owner  may  update  at  any  time  for 
S15plus$3s/h.) 

•  Copies  even  protected  disks  in 
under  2  minutes  {single  drive), 
1  minute  (dual  drive). 

•  Improved  support  for  ROM  updates 
on  1571  drives. 

•  Maximum  of  four  disk  swaps  on  a 
single  drive. 


•  Includes  fast  loader,  12-second 
format. 

Requires  a  Commodore  64, 128,  or 
"D"  computer  wrilh  one  or  two  1541 
or  1571  drives. 

Sales/Information:  call 
503/690-8090,  8  -  5  RS.T,  M-F.  We 
accept  3E  ^-  Or  send  a  check  for 
$39,95  dS.  plus  $3  s/h,  $8  overseas. 


$39.95 

Central  Point  Software,  Inc. 

15220  N.W.  Greenbrier  Parkway,  #200 

Beaverton,  OR  97006 

CenindRmt 
bfimans 

i.siinntiMi.ii 


Call  for  a  catalog  of  our  full  product  line. 

This  product  is  prmided  >or  the  purposo  at  enabling  you  to  make  arehr\ral  copies  only. 


NEW 
V6.0 


ULTRABYTE 

DISK 

NIBBLER 


NIBBLE  COPIER  WITH  305  PARAMETERS 

FOR  COMMODORE  64  AND  128 

•  Copies  mosi  protected  disks  in  2  minutes  without 
need  for  parameters  including  rapid-locked 

•  305  parameters  to  make  unprotected  copies  of  recent 
programs  including  VMAX  protection.  100  more  than 
V5.0,  Send  stamped  envelope  for  list 

•  Copies  up  (o  40  tracks  using  1  or  2  1541  or  1571 
drives.  Copies  both  sides  on  1571 

•  Copies  itself  (lor  this  reason,  no  refunds  given) 


VG.O   $29.95  PLUS  M.OO  SHIPPING 


1.  Disk  Surgeon  V2.0"  new  dlsl(  utility S10.00 

2.  Ultramail  ■-  mail  list  and  labels )  both  for 

Handy-Capper  ••  race  tiandlcapper j    S10.Q0 

3.  McMurphy's  Mansion  ■■  text  adventure     .  .  j  both  for 
Soluware  -,  solutions  to  10  adventures.    .  .  j     SI 0.00 

4.  150  older  parameters  and  lile  copier S10.00 

Add  $4.00  stripping  {covers  up  to  5  Hems) 

Maslercafd,  Visa,  Chack  Of  M,0.,Cnlil.  add  6.5%  (S1. 85)  sales  Ian. 
Foreign  OfdersJCOD  add  S2.a0.  Payment  must  bo  In  U.S.  funds 

liPDATES  '  V6.0  Is  same  as  V5.0  but  witti  100  new  parameters. 
Return  original  Ullrabyle  parameter  disk  with  S1S.00  pius  $4.00 
sl^ippirrg.  Foreign  add  S2.00.  No  exceptions. 

To  order,  write  or  call  24  hr,  order  line.  For  inlo.  write. 

ULTRABYTE  (818)  796-0576 
P.O.  Box  789  LaCanada,  CA  91011  USA 


I 1 

■  FACTORY  AUTHORIZED  * 

COMMODORE  REPAIR  CEWTER 

1-800-772-7289 

[312)879-2888  IL 
42.95      Amiga  Repair 


C64  Repair  ,k,  [»ti 

CI 28  Repair  i^it^iTi.  64.95 

1541  Permanent 

Alignment   29.95 

IS41  Repair 79.95 

IS7I  Repair 79.95 


,  99.95 

Amiga  Drive 

Repair 149.95 

Printers ,  CALL 

Monitors CALL 

Ottier  Equipment  . .  CALL 


CALL  BEFORE  SHIPPING 

PARTS  AMD  LABOR  INCLUDED 

FREE  RETURN  SHIPPING 

(APQ,  FPO.  AJH  AOO  KO.OO] 

24-48  HR.  TURNAROUWD 

[Sub>Kt  10  P«tl  AvalHtJIIIlyl 

30  DAY  WARRANTY  ON  ALL  REPAIRS 


COMMODORE  PARTS 

C-64  Power  Supply  34.95 

1 28  Power  Supply 59.95 

C-64  Over  Voltage  Sensor    19.95 

Other  PartJ    CALL 

fPlui  13.00  Shipping/ Hsndltng  I 
All  parts  for  Commodore  equipment  usually  in  stock 
For  Parts  Call  (3]2|  879-23S0 
Dealer  Discounts  Available  ,~- — 


TEKTONICS  PLUS,  INC.  i    - 

150  HOUSTON  STREET  ^^ 

BATAVIA,  IL  60510  *^' 

Ctrl'  AND  5AVE 


COMPUTSrs  Gazotic     April  1989     39 


(         Since  1981 


Lyco  Computer 

Marketing  &  Consultants 


Air  Orders  Processed  Within  24  Hours. 


COMMODORE  128d 

$429^= 


■tZBKStd. 

*  3  Mode  Operation 

1-64i  Runs  64 

software.  2  CI  2B: 

Faster,  more  mercufy 

lot  tncreasad 

productivity 

3CPM:  Uses 

Starulard  cpm  titles 


L 


COMMODORE  64c 

•  Commodote  64C  SVSteiTI 

•  Excel  FSD-Z  Disk  SDOCial 
Drive 

IBO£C  Monitor  ^^^Sl 


COMMODORE  COLT  PC 


L 


The  CoranKXJore  Co*,  a 
corfrpuler  ^th  all  tt>e  built- 
in  teaturos  you  nrrod.  T}>e 
Colt  ictiKios  MOK,  RAM, 
CGA  vrdoo  support,  two 
5.2S  360K  disk  drives, 
senal  and  pArallcl  ports 
wim  thfee  clock  speeds 
(4.77;7.16.'9.I4MHI). 


SAVE!  10%  off  any  software  title  in  stock  when  ordered  with  a  128-D,  64C.  or  Colt  PC! 


COMMODORE 

1670  Modem 

Save  time  and  irscfease 
productivity  vtith  Ihfl 
Cemmodore  1670  modom.  "Ria 
1670  utilizes  the  popuEnr  "AT 
HaysB  command  sots,  buili  in 
tp«ahor  auto  di-a^  nnd  auto 
answer.  For  aliprciabtlrty  and 
ro^tflb^lrty.  chooso  th« 
Commodore  1670  ^4odO[n. 


Excel  FSD-2+  Disk  Drive 

$149«= 


100%  Contmodors 
S4C  drivB  compatibte, 
itiis  Excsiefator  Plus 
dtsif  drive  i$  quieter, 
snnarlef,  taster,  and 
more  re!iabli>  titan  llw 
1541  and1541C. 


Xetec  Super  Graphix 


For  the  ulUmate  In 
perlomiance  and  speed  in  a 
Commodore  intedaca.  edect 
the  Xetoc  Super  Gra;*iix. 
Standard  (oatuios  irKhjde  an 
SK  buMer,  to  porrting  modes, 
intamat  tont  supports  and  a 
lilotima  warranty. 


$55 


95 


LIMma  Warranty! 


COMMODORE  64 

POWER  SUPPLY 


Tirod  ol  buyirtg  yot  anothor 
\\vcn*'U«ffi  brick  power  supply 
(Of  your  Commodoro  64?  Go 
wiHi  the  Micro  R&D  power 
supply  The  ^WV  70VA 
(matures  double  I  used  systems, 
sdTematfcs,  And  a  ono-year 
warranty.  Slay  with  tlio  best, 
stay  with  MtcroR&O. 


$34 


95 


t-YBSr  Winanly 


COMMODORE 


1581 
Disk  Drive 


Add  riKxe  confuting  power  to 
your  Conunodoro  with  the 
1Sfl1  disk  drive.  T7ie158t 
leaiurss  3.5'  720K  storage 
capacHy  and  DS.DD.  Add 
Ilia  tsat  on  your  Commodoro 
today. 


$187 


95 


EPfK     500  XJ 


The  Epyx  500  XJ  soorefl 

signrfk:anl<y  Nghor.  laster.  and 
easJor  timn  any  joystick 
mafiiJtadurAd.  The  500  XJ 
comes  wilh  palm  grip  arid 
triggef  Anger  firing.  Break  yotrf 
previous  record  witti  the  Epyx 
500  XJ, 


$13 


95 


1^^ 


rV 


MAGNAVOX 

CM  8762 


-f 


$239 


The  Magnavox  CM  6762  l^" 
monitor  is  thig  smajl  choice  fof 
yoHjr  compLTiing  needs. 
Slarxlard  resoK^tion  is  640H  x 
S^OV.  This  monitor  includes  a 
ixiiit4n  tiH  stand  plus  a  groon 
lext  display  switch,  For  a 
monitor  with  RGB  TTL  tCGA) 
and  composite  inputs,  slay 
wilh  the  Magnavox  CM  8762. 


95 

Suggested  use  128D  or  Coll  PC. 


MAGNAVOX 

CM  8702 


$179 


95 


The  Magnavox  CM  B702  ts  Ihe 
monilor  you  can  rely  on  tor 
your  ojkM  composite  morVtor 
needs.  The  CM  8702  is  a  IT 
mofiilof  with  corrtposite  vkJoo 
inputs  arKl  a  standard 
resolution  ot  530M  x  3&0V, 
plus  groen  taxi  display  switch. 
A  bHjin-in  (III  stand  and 
centenng  sharpness  conlrois 
also  ara  included. 

Suggested  use  64C. 


1-800-233-8760 


MONITORS 


Magnavox 

BtW7652  S84.9S 

BM7622 S84  95 

7BM-813  S79.9S 

7BM-«23  $79,95 

CM8702  S179.9S 

CMB762 K39.9S 

6CM-5IS $259.95 

9CIM-<^ S339-95 

gCMtteS S439.95 


NEC 

MuHiiync  GS $239.95 

Multisync  11  $589.95 

Multityrw  + $099,95 

Multisync  XL $2699.95 

Commodore 

tBOaC  StB9.95 

1084 $279.95 


Lyco  Means  Total  Service. 


AVATEX  "  1200hc 
MODEM 

Vereatlte  powof  and 
pertoTTTiartco.  The  Avfltox 
120CH1C  delivtir^  thG  groat 
leaturos  QMhe  Avatex  1200 
and  mofo,  incfudJng  Hayes* 
compatibililY-  ^Q  allow  usfl  with 
virtuafly  alJ  leading 
connmunrcaEions  software.     ^ 


Attention 
Educational 
Institutions 

If  you  aro  not  currBnily  using 

our  oducalonal  service 

ptogiam,  pie  ass  ciTI  our 

repro&oniaiives  fo*  doidits. 


AVATEX  1200E 

MODEM 

TuJI  Mayas'^  oommand  sot.  on- 
Nno  vdco/data  switching,  plus; 

•  2  configuration  settings 

•  4  phorie  rHjm&CTS  StCTTEKl 

•  External  connguralion 


$witghes 
*  View  menu 


$69 


95 


Avatex 

12000 $69.95 

12001  PC  Canl  $65JS 

I200p Se9.95 

IZOOne  Moctem  , J89.9S 

2400 S149.95 

24001 II  PC  Card $12e.9S 


Seikosha 

SP  Series  Rlbbofi ST,9S 

SP  1200AS  RS2a3  . .  Sie9  95 

SP  1600AI  S189.9S 

SL  BOAi $329.95 

EK3000  Al  $369.95 

SK3O05  Al  J445.95 

SL  130Ai $569.95 

MPS420FA  $999,95 

SPB  to SCAUL 

Star  Micronics 

NX-IOOO  St69.95 

NX-1000C(64C)  $169.95 

^X■1000  Color  $225.95 

NX-1000C  Color 

164C)   S229.9S 

NX.15 $S«9,9S 

kX-2400  S309.95 

NR-fO  $319.95 

NR-15 $419.95 

NB24-10  24  Pin $419  95 

NB24-15  24  Pin  55*5.95 

NB-IS  24  Pin $669.95 

r  9  $1759.95 


Peak  Modem  Cable 
your  total  solution  for 
Commodore  64./12S  to 
Modem  Connections 


$25 


95 


Hayes  US  Robotics 

Smartmodem  300  ......  S139.95  Courier  1200 £169.95 

Smarlmodem  1200  ....  S279.95  Courier  2400  $289,95 

Smanmodefm  2400  ,     W19.95  Sportslor  1200  PC 57995 

Smanmodem  1 200B  .   5279.95  Counor  24000  $319.95 

Smutlmodem  2400B  .   $419.9S  Courlor  2400  PS  $259,95 

Courier  S600  MST $819,95 


PRINTERS 


Citizen 

120  D S144.95 

180  D $159,95 

MSP-40  5279,95 

MSP-15E  $329.95 

MSP-50 $369.95 

MSP-45  $389.95 

Tntjule  124  $399.95 

MSP.55  ,.  $459,95 

Premiere  35 $499,95 

TritWJla  224  $589,95 


Brother 

Hn20  $345,95 

Ml  709 $439.05 

Ml  7241  ...., S569  95 

Hn40 S599  95 

HR60  $699,95 

Twitlwriter  6  Dot  4 

Daisy  $899.95 


^jm\^/ 


Okidata 

Ol(imale20  $129  95 

Oitimaie  20  w  cart $189,95 

182 $209.95 

180 , 5219.95 

182+  $225.95 

163 5239.95 

320 $339.95 

292  w.'inlerlaeo $449.95 

321 $469.95 

390 5479.95 

293  w  rnlerface 5585.95 

391  5549.95 

294  winlertace 5814.95 

393  ., $955.95 

Laser  6  SCAU 

Epson 

LXeOO $185.95 

LO500 $309.95 

FX850  5339  95 

EXBOO 5369.95 

FXIOSO  $449.95 

LQ850 $529.95 

LQ1050 5739.95 

FX5000  $1399.95 


Panasonic 

lOSOi  Model  II  $149.95' 

10911  Model  li  ....  CLOSEOUT 

1160 S17B.95 

3131 , $289,95 

10921 $309  95 

1124 $319.95 

1592 $375.95 

1695 $439.95 

1524  24  Pin  $559.95 

Fan  Partner  $579.95 

Optical  Scanner $859  95 

KXP  4450  laser $1429.95 

1190 $NEW 

'quantities  limited 


Toshiba 

321SL  $449.95 

341  SL 5599.95 

351  SX  400  eps $899.95 


OKJDATA 


Okimate  20 
Color  Printer 


This  affordable,  personal 
phnler  provides  full  color 
graphics  capabilihes.  nonr 
^lt@r  qu^ity  pnniing,  and 
popular  computer  compatibii^t/. 


B\  $129^5 


ICITIZEN 


Citizen  120D 


(interfacing  available) 


IE  yoy  »t'tf  SW*urjg  worW 
rencwnod  printer  perfonnance 
fw  your  heme,  look  no  lurtliar 
Itian  ^rm  1200  Y»JT  d'la 
pfKOlnii^ig  noadl  WO  hjindiea 

q?3  lOrart)  or  2S  cpa  \Hi.O) 
Tho  %2GU  ^oAturp'S  0  pn  0ol 
mgEnx  jxinr  quaiiFy,  alarKfofcf 
p^ri'lel  c«ritronics  intsrlaca  And 
UK  Eoit  buH«r. 


wmm^^^S^ 


$144 


95 


^  PRICE  GUARANTEE  —Since  1931,  we  have  IwJ  [he  mdusliy  By  continuing  lootler  cne  ? 
lowest  national  pfjco^  whiig  providing  quality  Mrvics.  Many  companies  havo  como  and  ^ 
gone  liying  to  imrSoto  our  quality  and  service,  fl  by  somo  ovorsiglit  we  do  nol  havo  tho  v 
fovifflst  prices  advortisod  on  Ihti  produces  you  daairo,  then  wo  woukj  appreciate  Ihe  y 

opportunity^  lo  reelify  this  oversight.    _  _      _    4\ 


i 
§ 


Turn  ffw  pag«  (or  more  gnat  buys! 


Since  1981 


Lyco  Computer 

Marketinig 

&  Consultants 


Air  Orders  Processed  Within  24  Hours. 


Panasonic 

Office  Automation 


KX-P  1080i  Model  ii 

Fur  spssd  and  ftexitjiliy  in  youT 
office  Of  homo.  PanaBonic 
combirHH  192  cps  dr^U  wilh 
38  cps  NLQ  lof  a  wide  variety 
of  pnnhng  neo>dS.  A  S-year 
warranty  from  Panasonic 
Afisurfis  quality  fiuppoft 


KX-P1180 


$179 


95 


KX-P  1124 


$319 


95 


Tha  1130  by  Panasonk;  oWers  you  more  than  what 
you  might  oxpoct  in  a  lew  co$l  prinlar.  WrTh  mu?tepto 
p&por  patn$.  versatita  paper  handling,  and  IronI 
panel  pj^ogrammabilrEy  tl^rotigh  llie  EZ  S«t  Oporalot 
panel.  INj  1 180  is  an  excollcnt  valuo.  TTw  1 1B0  also 
Ti>aluro9  2  i^xcollenl  prfnt  qualftiesi  Heat  Lotler 
Quality  and  Draft,  with  spood$  up  to  192  cps  m  Dratt 
find  38  ops  ir^  Near  Leiler  Quality  ptus  crisp,  clear 
graphics. 


For  ovKtElent  pnnt  quality  in  a  Ngh  speed  phriterH 
choow  the  KX'P  11 24.  Its  24  p^n  prim  haad 
produces  draft  text  al  a  quick  192  cps  (dratt)  or 
letter  quaNty  t&xl  at  63  cps.  In  addition,  the  KX-P 
1124  provides  sL>ch  standard  features  as  selectable 
puBh'pull  tractor,  a  reside nl  print  fonts,  parallel 
Centronics  interlace  and  a  standard  &K  buffer. 
Panasonic  3  KXP  1 124  ensures  that  your  printing 
will  be  last  and  professional. 


$149 


95* 


Attention  Bargain  Hunters 
Panasonic  10911  Model  II  closeaull 
Call  (Of  details. 


c  r  o 


C   X 


NX- f  000 

Star's  answer  to  9  pin  dot  matrix 
printers.  A  soft  touch  control  panel 
and  Star's  paper  parl<  feature 
solves  your  multi-document  needs, 
144  cps  draft  and  36  cps  NLQ 
give  you  high  resolution  9  pin 
performance  in  an  affordable 
package  from  Star. 


Announcing  STAR'S  NX-1 000  Printer  in  4  Models 


NX-1000C 

With  a  Star  NX  lOC>Oc  printer  your  printing 
options  will  never  cease  to  amaze  you.  The 
Star  NX  1000c  has  standard  ConrtnfKxtore 
serial  ir^Eerface  lor  &4.'1?B  cornputers.  Print 
speed  IS  selectable  at  144  cps  (dr^Ft)  or  36 
cps  {NLQJ  arxJ  paper  parking  m\i  ler^ 
ver^attlity  to  your  docurnont  handling  needs. 
Tlw  StoJ-  NX  lOOOo  wilt  lutfill  your 
requirerDonts  to  the  letter- 


NX-1 000  Rainbow 

The  Star  NX-1 000  Rainbow  adds  a  whole 
new  dimension  to  your  work  through  multi- 
color printing.  Star  has  designed  20  printing 
options  into  this  printer.  Add  to  this  paper 
parking,  Epson^lBM  emulation,  high 
resolution  NLO  graphics  tor  a  pnnter  with 
extra  taleni  over  the  competition.  Star's 
NX^IOOO  Rainbow  does  all  the  work. 


NX-IOOOc  Rainbow 

Step  Into  a  world  fuli  of  cotor  with  the  Star 
NX  lOOOc  Rainbow  pfinlor.  Seven  color 
pnnting  is  availaPle  along  with  the  same 
standard  features  of  all  Star  NX  1 000 
printers.  Standard  Commodore  serial 
iriteriaco  is  included  Enhance  your 
ComnKxJore  producttvity  with  Iha  Star  NX 
1000C  Rainbow. 


$169 


95 


$225 


95 


$229 


95 


1-800-233-8760 


Why  shop  at  Lyco  Computer? 

Lyco  Computer  Is  one  of,  if  not  the  largest,  and  most 
established  firms  to  provide  only  quality  name  brand 
computer  products  at  prices  30%  to  50%  below  retail. 
We've  set  many  industry  standards,  and  we  are  setting  the 
pace  for  many  more  in  the  future.  Our  standards  include:  a 
separate  department  for  customer  service;  a  price 
guarantee:  guaranteed  factory  fresh  merchandise;  diverse 
payment  and  shipping  policies,  including  a  COD.  policy 
which  allows  customers  to  have  products  in  their  hands 
before  paying  anything.  Selection  places  Lyco  at  the 
forefront  of  the  industry.  Due  to  our  in-stock  volume,  we 
cannot  advertise  all  of  our  products.  If  you  do  not  see  the 
product  you  want  advertised,  call  Lyco  Marketing  toll  free. 


How  do  I  know  I  will  get  the  product  I  need? 

Our  marketing  staff  is  weli-educated  in  the  computer 
Industry.  They  receive  continuous  formal  training  by  our 
manufacturers  which  enables  them  to  develop  and 
maintain  a  high  degree  of  expertise  on  the  products  they 
represent.  Though  our  strict  guarantee  on  providing  only 
new  merchandise  prohibits  free  trial  periods  and  a 
guarantee  on  compatibility,  a  wealth  of  knowledge  is 
available  to  our  customers  to  help  with  the  purchasing 
decision.  As  thousands  of  people  every  week  capitalize  on 
our  savings  and  services,  we  hope  you  too,  will  make  Lyco 
Computer  your  first  choice. 

What  about  warranty  or  service? 

We  decided  several  years  ago  that  a  Customer  Service 
Department  was  needed  in  the  industry.  Unfortunately,  few 
of  our  competitors  offer  this  service.  Our  Customer  Service 
Department  is  available  at  (717)  494-1670  to  provide 
assistance  in  all  warranty  matters.  Our  product  line  enjoys 
"name  brand  recognition,"  and  we  back  ail  of  our 
manufacturer's  stated  warranty  terms.  Many  manufacturers 
will  allow  defective  products  to  be  exchanged.  Before 
returning  any  item  that  appears  to  be  defective,  we  ask 
that  you  call  our  Customer  Service  Department  to  assist 
you  in  determining  if  the  product  is  defective.  If  the  product 
is  determined  defective,  they  will  give  you  a  special 
authorization  number  and  speed  processing  of  your  order. 


Will  you  rush  an  item  to  me? 

Since  1 981 ,  we  have  set  the  standard  in  the  industry  by 
processing  orders  within  24  hours  —  not  4  to  6  weeks.  We 
offer  next  day  air,  two  day  air,  standard  UPS,  and  postal 
International  shipping  services.  Our  records  show  we  flil 
95%  of  our  orders  daily.  Temporary  shortages  are  normally 
filled  within  10  days.  If  an  order  cannot  be  filled  within  60 
days,  we  refund  your  money  in  full,  unless  you  choose  to 
wait  for  the  order  and  benefit  from  the  price  savings.  Any 
time  prior  to  shipment,  you  may  cancel  or  change  the  out 
of  stock  product  by  contacting  our  Customer  Service 
representatives. 

How  do  I  order? 

Send  your  order  to  Lyco  Computer,  P.O.  Box  5088,  Jersey 
Shore,  PA,  17740.  Or,  call  1 -800-233-8760  or  (717) 
494-1030.  We  provide  four  payment  methods.  We  have 
always  accepted  C.O.D.  orders  through  UPS.  Prepaid 
orders  over  $50  are  shipped  freight-free.  For  orders  under 
$50,  please  add  $3  for  freight.  Orders  prepaid  by  a  certified 
check  or  money  order  are  shipped  immediately.  Personal 
and  company  checks  require  a  4  week  waiting  period  prior 
to  shipping.  Visa  and  Master  Card  orders  are  accepted  for 
your  convenience,  but  we  cannot  pass  along  the  4% 
discount  offered  for  cash.  Purchase  orders  are  accepted 
from  Educational  Institutions.  We  only  charge  sales  tax  on 
items  delivered  in  Pennsylvania.  For  APO.  FPO,  and 
international  orders,  please  add  S5  plus  3%  for  priority 
mail.  Advertised  prices  and  availability  are  subject  to 
change. 


Sales:  1-800-233-8760  or  717-494-1030 

Hours:  Monday  through  Friday,  9:00  a.m.  to  8:00  p.m. 

Saturday,  10:00  a.m.  to  6:00  p.m. 
Customer  Servicer  717-494-1670 
Hours:  Monday  through  Friday,  9:00  a.m.  to  5:00  p.m. 
FAX:  717-494-1441 


5-1/4 


(SSDD.. 
(DSOB. 


:ssoo  , 

^DSDD  . 


; DSDO  . 
DSHD  . 


COMMODORE 


COMMODORE     M    COMHOOOn,     iB 


S25.95 

Sze.ss 

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or2.eB.S1t.95 

.„ S22.95 

S8,9S 

$11.95 

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or sis.gs 

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»1  $19.95 

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, $19.9S 

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en  _ $19.95 

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Morkt: 

„™.. $20.95 

._ $36.95 


$35.95 
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S74.9S 
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.  $7.9S 
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Bonk  Si-  Wnler $29.95 

Print  Shop  $28.95 

Prim  Shop  Compen $20.95 

Graphic  Lib.  1,2.3  ..  oa.  $14.95 

CauUfon $9.95 

CarTDsn  San  OtMia. 

Wortd $19.95 

Camion  San  DiaQo, 

USA $22.95 

Carnien  San  [Xego. 

Europe 522.95 

Sopofbtke  Chalonga  ...  $12.95 

Bard's  Talo  III $25.95 

Hunt  tor  Had  October ..  $25.95 

Monopoly $20.95 

Strike  Float  $20.95 

Wastdand  $25.95 

Typhoon  of  Steel $29.95 

Pool  of  Radtanco $23.95 

Double  Dragon $22.95 

Bards  Tale $25.95 

Bards  Talo,  II $25.95 


An  oflidenl.  profe&cional  word 
processing  systam  tf>at 
includes  an  65.000-word 
spoiling  checker  and  a  buih-in 
calculalor. 


^dd 


Surge 
iuppressors 


.  $t6.» 


S2B.95 


PP102-6  ouUat  

PP 106-6  outlet  with 

EMfflFI  

PPt04-6outtel  wifri 

iridicator S19.9S 

PP101-5  oullot 

poworstrip ^,95 

Modem  Prolodor $10.95 


Paper 


1000  sheet  lasor  $16.95 

1000  mailing  labels  $9.95 

200  sheet  OKI  20  .- $0.95 

Banner  Paper  4  5'  Roll .  $1 0 .95 
200  sheet  laser  $6.95 


Diskettes 


xldes: 

DBDD  $4,05 

3.5 

I: 

SSOD  $11,60 

DSDD  $17.95 

SSDD .» $10.95 

DSDD  $13.95 


Caveman 

Ugti-Lympics  $19-95 

Doath  Lore  $19.95 

Mars  Saga $22.95 

Jordan  ys.  Bird  $19.95 

Sup«r  Boutderdash  $9.95 

Lords  ol  Conquest $9.95 

Modem  Wars  $22.95 

Music  Consljuctkin  S«t .   $9.95 

Powerplay  Hockey  $1695 

Pinbatl  Construction  $9.95 

Skate  or  Die $19.95 

Yoagera  AFT $22.95 

Fastkud $22.95 

CaMomia  Games  $22-95 

4x4  Ofl  Road  Racing  ..  $22.95 

Games:  Wimer  Ed $22.95 

Games:  Summer  Ed.  -  $22.95 
Legend  ol  Btacteilver ..  $22.95 
Sporting  News 

Basatull i32.9S 

Dive  Bomber $22.95 

Death  Swonl  $tB.95 

Rnal  Aauull $22.95 

Impouible  Mission  2  ...  $2a95 

Meiroaoss $13.95 

Sir.  Sport  Basketball  ...  $12.95 

Str.  Sport  Soccer $12.95 

Tower  Topptor $22.95 

.  Space  Staoon 

Cbilvicn .....  $20.95 

Sir.  Sport  Footbaa  $17.95 

Sports  a  Ron! $14.95 

Jinxtar $19  95 

Slarglidef $11.95 

Black  Lamp  $11.95 

Elile ».95 

Pawn ___ B.9S 

Ertighienmont  $11.95 


Microkiag.  Baseball $22.95 

Mjcrdaag.  Wrestling  ....  $16.95 
BB  Team  Disk $11.95 

GM  Disk  $16.95 

Slal  Dtsd $14.95 

Wrestbng  Match 

Oisk#1  $11.95 

Wrestling  Match 

Disk  #2  $11.95 

Afrtxime  Ranger $22.95 

GunaWp $19.95 

Piraloi  $22.95 

Stealth  Flghiar $22.95 

Red  Storm  Rising $22.95 

F-15  SlflkoEagta  $22l95 

Silent  Service $22.95 

Indiana  Jones $20.95 

Pajwttjoy $19.95 

Poad  Runner $19.95 

GaunUot  $20.95 

CaplaIn  Blood $20.95 

Adon  Syndrome  $16.95 

Clubhouse  Sports $16.95 

Outrun  .._.. $19.95 

Polo  Position  II $14.95 

Spaoo  Hairier $16.95 

Wiikwr „ S16S5 

Auloduel $23.95 

imima  IV $34,95 

MooUua $22.95 

Tmat  ol  Lore $22.95 

Udima  I $22.95 

UKima  III  $22.95 

UllimaV $33.95 

College  Basketball  S22.9S 

Fooiban $17.95 

Pure  Stat  Baseball $22.95 


M  I  (C-64|  „ $29.95 

M  II  wDr.  Halo  II 

(PC) $59.95 

M  III  (C-B4) $32.95 

Kralt  Micro  Mouse 

(PC)  $36.95 

,.C-13S1  .MCK»«  ._„ —  S3a95 


SSDD  $12.95 

DSDD  $18.95 

DSOO  i129S 

SSDD $9.95 

DSDD $13.99 


Springboard: 

Newsroom  $19.95 

Certllicate  Maker $14.95 

Strategic  Slmulallpna: 

Phanlasle  III  $25.95 

Queslron  II  $25  95 

Pool  ol  Radiance $25.95 

Dungeon  Master  AssL  .   $19.95 

Eternal  Dagger $25.95 

Gettysburg $35.95 

Peniet  Strike $25.95 

Ptiantasie $25.95 

Phantasie  II $25.95 

Typhoon  ol  Sloal $29.95 

USAAF  $32.95 

Wargame  Ccnsti $19.95 

Right  Simulator  11 $30.95 

Stealth  Mission $30.95 

Jet $23.95 

Indrvidual  Scenery 

Disk  #1  -  #6 $14.95 

Individual  Scenery 

Disk  #7  or  IP  11  $17.95 

Scenery  Disk  Japan  ....  $17.95 
Scr>nery  Disk  San 

Franciso $17.95 

Scenery  Disk  Western 
Europe $17.95 

Swiflcak:  12fl $27.95 

Wordwntsr  3 $22.96 

Data  Manager  2  -  64  ..  $11.95 

Dale  Managor  12S $26,95 

Partner  64 $22.95 

Partner  120  $26.95 

Swiftcalc  wrSldeways 

64 S1 1.96- 

Word  Writer  128 $22.95 

Art  Gallery  I  or  2  ..  ea.  $14.95 

Print  Master — .  $17.96 

Art  Gallery  Fanlasy  .....  $13.95 


NX'2400 $6.95 

NX-1000  Blad(  $6.95 

hJ)C.10OO  Cokir  $9.95 

KX-P  llOi 

{1081,1091)  $9.95 

Black  Okimate $5.95 

Cotor  Oklmalo  $6.95 

OKi  100  Series $7.95 

Saiko^u  SP  Senet  $9.95 

LX-SOOiFX-asO $6.95 

LQ-soasoo'sso $6.9S 


Epson  FX-206 $6,95 

Atari  1 30  XE $5,95 

Commodore  1571  $4.95 

Amiga $7.95 

(kimmodore  1902  $6.95 

(;ommodore  1541  $4,95 

SalkoshaSP-IOOO  S6.0B 

Amn  520  ST/ 1040 

3iJ*oc« — $8.95 

Slar  NX-IO  _.. $6.95 


Disc 
Storage 


OVS-10  6vi $3.95 

OVS-75  5vi  S10.95 

QVS-«0  3rt $9.95 


Tac  3  $9  95 

Tao  2  $10.95 

Tac  5  $12.95 

Tac  1  +  IBM'AP $2695 

SUk  Stick $6.95 

Black  Max S10.95 

Boss $11.99 

3-Way $19.99 

Buthandta $16.75 


Winner  909 -.  $24,flS! 

Wico  IBHWP $29.9S'' 

Upslic  Pkis $14.95 

Kraft  KG  HI  A^iPC $16.95 

Kraft  PC  Joystick 

Card $24.95 

Kraft  Maio  Master $a.95 

I  Conlrolter $13.95 

EpynSOOXJ $13.95 


power 


Richard  Penn 

Through  creative  use  of  raster  inter- 
rupts, this  maclunc  language  rou- 
tine gives  you  italic  letters  without 
redefining  any  characters.  It's  small 
and  easy  to  use,  and  there  are  ver- 
sions for  both  the  64  and  the  128. 

Italicized  characters  add  flair  and 
zest  to  text  displays.  They  can  liven 
up  menus,  help  screens,  and  any 
text-based  program,  such  as  an  ad- 
venture game. 

You  can  use  a  custom  character 
set  to  create  italic  letters,  but  de- 
signing it  takes  both  time  and  ener- 
gy, "Italics"  cleverly  uses  raster 
interrupts  and  the  horizontal  scroll 
register  for  a  quick  and  easy  way  to 
highlight  characters.  You  simply 
run  the  program,  and  all  your  char- 
acters— normal,  inverse,  custom, 
and  graphics — are  italicized. 

Getting  Started 

Italics  comes  in  two  versions:  Pro- 
gram 1  is  for  the  64,  and  Program  2 
is  for  the  128.  Enter  the  program 
listing  for  your  machine,  (The  128 
version  works  in  40-column  mode 
only.)  Both  programs  are  short  ma- 
chine language  routines  written  in 
BASIC  loader  format.  Be  sure  to  use 
"The  Automatic  Proofreader," 
found  elsewhere  in  this  issue,  to  en- 
sure accurate  typing.  Save  a  copy  of 
the  program  to  tape  or  disk  before 
you  run  it. 

To  use  Italics,  simply  load  and 
run  the  program.  All  characters  dis- 
played on  the  screen  will  become 
italicized.  Press  RUN/STOP-RE- 
STORE to  disable  italics.  SYS  to  the 
program's  starting  address  (SYS 
832  on  the  64;  SYS  4864  on  the  128) 
to  reactivate  them.  You  may  load 
and  save  other  programs  while  Ital- 
ics is  active.  Programs  that  change 
the  interrupt  vector  {like  Speed- 
Script)  may  not  be  compatible  with 
Italics.  Disk  access  causes  the  dis- 


Italics 


play  to  re-adjust  because  it  disturbs 
interrupt  timing. 

The  machine  code  for  Italics  is 
fully  relocatable;  simply  set  the  vari- 
able SA  in  line  30  (both  versions) 
equal  to  the  program's  new  starting 
address.  The  default  locations  are 
the  cassette  buffer  at  832  {$0340}  on 
the  64  and  in  the  free  memory  block 
at  4864  ($1300)  on  the  128. 

Dual  Display 

You  can  simultaneously  display 
normal  text  and  italics  by  changing 
line  100.  The  variable  IS  represents 
the  start  of  the  italics  zone  in  raster 
lines,  and  IE  represents  the  end. 
The  visible  screen  consists  of  raster 
lines  50-249.  Setting  IE  equal  to 
156  sets  the  top  half  of  the  display 
in  italics  and  the  bottom  half  in  nor- 
mal text.  You  cannot  get  normal  and 
italic  text  on  the  same  screen  row. 

How  it  Works 

The  program  creates  italic  charac- 
ters by  decrementing  the  horizontal 
scroll  register  (KD016)  during  raster 
interrupts.  The  64  version  decre- 
ments the  scroll  register  every  two 
raster  lines;  the  128  version  decre- 
ments every  four  scan  lines.  The 
128  is  less  efficient  because  it  has  to 
do  more  during  each  interrupt  cycle 
(like  checking  for  interrupt-driven 
sprites).  After  eight  lines,  the  scroll 
register  is  reset  to  prepare  for  the 
next  row  of  characters. 
See  program  listings  on  page  68.    G 


ATTENTION 
PROGRAMMERS! 

COMPUTEI's  Gazette  is  looking  for 
good  games,  utilities,  applications, 
and  educational  programs  written 
in  BASIC  or  machine  language  for 
the  64  and  1 28.  We  pay  competi- 
tive rates  along  with  handsome 
royalties  based  on  disk  sales. 


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This  Publication 
is  available  in 
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Internatiunal 


Pk-j^*  **niiJ  ALUIkLtimdl 

ni^ 

*Ln*^ 

Zip 

.WnSonliZi^cbHoaLl 
'Vnn  AitHir,  Mi  4>l|0e» 


COMPU  TE!  's  Gaz&lt&     AprI  11989     ^5 


John  Fralelgh 


^^bASIC  [ 


Add  these  ten  useful  commands  to  BASIC  for  improved  loop 
constructs,  advanced  string  handling,  and  dedicated  joystick 
commands.  You'll  ivrite  better  programs  in  less  time.  For  the  64. 


Programming  is  easier  and  more 
fun  when  you  have  a  good  lan- 
guage to  work  with,  "BASIC  10"  is 
an  enhancer  for  the  Commodore  64 
that  transforms  BASIC  2.0  into  a 
superior  language.  It's  a  great  step 
toward  learning  languages  like  C 
and  Pascal. 

BASIC  10  includes  commands 
for  reading  the  joystick,  string  ma- 
nipulation, and  screen  output. 
BASIC  10  also  allows  longer  vari- 
able names — the  first  ten  characters 
are  significant.  Other  features  in- 
clude the  ability  to  RESTORE  to  a 
line  number  and  support  of  hexa- 
decimal numbers. 

Getting  Started  j^^^^mLZU 

Program  1,  BASIC  10,  is  written  en- 
tirely in  machine  language,  so  use 
MLX  when  you  enter  the  program. 
When  prompted  by  MLX,  respond 
with  the  values  given  below. 

Starting  addicss:     OSOl 
Ending  address;      OFAB 

Be  sure  to  save  the  program  to  tape 
or  disk  before  you  exit  MLX. 

When  you're  ready  to  use 
BASIC  10,  perform  a  cold  start  by 
typing  SYS  64738.  Now  load  and 
run  BASIC  10  as  you  would  a 
BASIC  program.  The  screen  border 
and  background  change  to  brown 
and  the  familiar  power-up  message 
appears.  Notice  that  there  are  only 
37,119  bytes  free  instead  of  the 
usual  38,911.  Type  the  following 
line  in  direct  mode  to  complete 
installation: 
POKE  44,16;POKE  40%,0:NEW 

This  reserves  the  first  2K  of  memo- 

46     COMPUTErs  Ga20llo     April  1989 


ry,  making  BASIC  programs  start  at 
memory  location  4097  instead  of 
2049. 


A  Whole  New  Language  I      -'^1 

BASIC  10  is  a  superset  of  BASIC 
2.0.  There  are  many  subtle  differ- 
ences between  the  two  languages, 
so  it's  important  to  read  the  com- 
mand descriptions  before  you  start 
programming.  The  new  commands 
are  JOY,  FIRE,  INSTRS,  STRING$, 
IF/THEN/ELSE,  REPEAT/UNTIL, 
WHILE/WEND,  HOME,  CLS,  and 
LOCATE.  Programs  that  use  the 
new  commands  will  not  run  unless 
BASIC  10  has  been  installed.  Also, 
remember  to  have  BASIC  10  in- 
stalled when  you  type  in  new  pro- 
grams. If  you  enter  a  BASIC  10 
program  while  you're  in  BASIC  2,0, 
the  BASIC  10  keywords  will  not  be 
tokenized  properly. 

There  are  a  few  fundamental 
guidelines  you  should  keep  in  mind 
when  wridng  your  own  BASIC  10 
programs.  BASIC  variables  now 
use  the  first  ten  characters  instead 
of  the  first  two.  A  period  and  BASIC 
keywords  can  be  embedded  in  the 
name. 

10  BONUS.PTS  -  BONUS.TIME  •  5 

Keywords  can  be  embedded  in 
variable  names.  As  a  result,  you 
must  put  a  delimiter  (a  space,  com- 
ma, parenthesis,  or  equal  sign)  after 
each  BASIC  command.  The  sample 
below  uses  a  variable  named  FORT; 
BASIC  2,0  would  interpret  this  as 
FORT  =  500, 

10  FORT- 500 

20  PRINT  FORT/100 


Array  names  are  still  recog- 
nized by  the  first  two  characters. 
They  are  referenced  by  square 
brackets  instead  of  by  parentheses: 
10  DIM  DX[20] 

BASIC  10  recognizes  hexadeci- 
mal numbers.  Hex  numbers  can  be 
used  virtually  anywhere  that  deci- 
mal numbers  are  used,  with  the  ex- 
ception that  line  numbers  must  still 
be  in  decimal, 

10  READ  A%,B,CS 

20  DATA  SC,$D020,}0400 

30  POKE  B,A%:REM  MAKE  BORDER 

GRAY 
40  C"VAL(CS) 
50  POKE  C,$A0:REM  POKE  TO  SCREEN 

Function  names  can  have  peri- 
ods and  BASIC  keywords  included, 
but  a  keyword  by  itself  will  be  inter- 
preted as  a  command.  For  example, 
PRG. ENDING  in  line  30  below 
works  correctly,  but  if  you  change  it 
to  PRG.END,  you  get  a  syntax  error. 
To  define  or  invoke  a  function,  you 
do  not  need  the  FN  prefix. 

to  DEF  PEEK.WORD(ADR>-PEEK(A) 

+  PEEK(A  +  ir256 
20  PRG.START  =  PEEK.WORD(«) 
30  PRG.ENDING  =  FEEK.WORD(4S) 

Nodce  the  parentheses — arrays  are 
addressed  with  square  brackets. 

Syntax  errors  are  elaborated 
upon  in  BASIC  lO's  error  messages. 
There  are  now  three  types  of  syntax 
errors: 

rOPERAND  MISSING  OR  INVALID 
ERROR 

7EXPECTING  this  FOUND  that  ERROR 

7SYNTAX  ERROR 

This  familiar  message  still  shows  up 
when  a  delimiter  (usually  a  colon)  is 
missing. 


Super  Loops  i  '  """i 

One  of  the  first  lessons  of  structured 
programming  is  that  GOTO  state- 
ments are  dangerous.  Overuse  of 


GOTO  can  lead  to  spaghetti  code — 
a  program  that,  with  all  its  loops  and 
branches,  can  be  difficult  to  follow. 
BASIC  10  includes  two  loop  com- 
mands to  replace  most  GOTOs.  The 
REPEAT/UNTIL  loop  always  exe- 
cutes at  least  once.  It  loops  until  the 
test  condition  is  true.  This  example 
forces  you  to  enter  a  name: 

10  REPEAT 

20  INPUT  NAMES 

30  UNTIL  NAMESo"" 

BASIC  10  also  supports  WHILE/ 
WEND  loops.  The  condition  is 
checked  before  you  enter  the  loop. 
The  WHILE  loop  executes  zero  or 
more  times. 

10  PRINT  "SPACE  TO  CONTINUE" 
20  WHILE  KEYSo"  "  DO 
30  GET  KEY$ 
40  WEND 


Better  Flow 

IF/THEN/ELSE  and  selective  RE- 
STORE are  included  for  more  con- 
trol and  flexibility.  IF  statements 
may  include  an  ELSE  clause  as  long 
as  it  appears  in  the  same  line.  The 
IPs  can  also  be  nested.  Here's  a 
sample: 

10  IF  SCOREl>SCORE2  THEN 

PRINT  "PLAYER  1" 
:ELSE  IF  SCOREKSCORE2  THEN 
PRINT  "PLAYER  2  WINS" 
:ELSE  PRINT  "A  TIE" 

RESTORE  can  be  followed  by  a  line 
number.  Data  is  read  from  that  line. 
If  no  line  number  is  given,  it  acts 
like  a  normal  RESTORE. 

10  RESTORE  30;READ  ArREM  A  =  50 
20  DATA  35 
30  DATA  SO 

Reading  Joysticks  Bas^-—     1 

Use  the  jOY  command  to  read  joy- 
stick direction,  and  use  FIRE  to  read 
the  fire  button.  Both  commands 
need  the  port  number,  JOY  returns 
a  number  between  0  and  10  corre- 
sponding to  the  chart  below: 
5         I  9 


6  2         10 

Fire  returns  —  1,  for  true,  if  the  but- 
ton is  pressed,  and  returns  0  other- 
wise. Here's  a  sample  program  that 
reads  the  joystick  and  fire-button 
status: 

10  J-JOY(l):REM  READ  PORT  1 
20  IF  J-1  THEN  PRINT  "UP" 
30  PRINT  "PRESS  PORT  2  FIRE" 
40  WHILE  FIRE(2)-0  DO 
50  WEND 


Strings  and  Screen 

BASIC  10  has  HOME  to  move  the 
cursor  to  the  upper  left  comer  and 
CLS  to  clear  the  screen  and  home 
the  cursor.  The  LOCATE  command 
moves  the  cursor  and  uses  the 
syntax 

LOCATE  row,  column 

The  top  left  comer  is  0,0  and  the 
bottom  right  is  24,39, 

10  CLS 

20  LOCATE  12,17 

30  ?"MIDDLE" 

40  HOME 

50  7"TOP" 

The  syntax  for  STRINGS  is 
STRlNCS(/,o 

A  string  of  length  /  is  returned,  con- 
sisting of  characters  equal  to  the 


ASCII  value  of  c. 

10  REM  MAKE  A  BLANK  STRING 
'20  BLANKS  =  STRINGS(39,32) 
30  REM  PRINT  WITH  LEADING 
ZEROES 

40  N-96 

SO  PRINT  STRINGS(5-LEN(STR$(N»,48) 

60  PRINT  MID$(STR$(SCORE),2) 

The  syntax  for  INSTR  is 
IN5TR(srcS,ssS) 

This  returns  the  position  of  the 
substring  {ss$)  in  the  source  string 
{src$).  If  the  substring  is  not  found 
in  the  source  string,  a  0  is  returned. 

10  NAMES  =  "FRALEIGH,JOHN" 

20  COMMA  =  INSTR(NAME$,"/') 
30  FIRST.NAME$  =  MIDS(NAME 

$,COMMA  +1) 
40  LAST.NAMES  =  LEFTSCNAME 
S,COMMA.l) 

See  program  listing  on  page  69.      G 


LOAD"BASIC  10" 
RUN 

POKE44,16!POKE4096,0;NEW 


BASIC  IQ  Quick  Beterence 
■■■■  Installation 


I  Details  I 


Arrays  use  square  brackets.  Hexadecimal  numbers  are  allowed.  Include  a  space  after 
all  BASIC  tokens  (especially  FOR). 

KHBBBBB^H  Summary  of  New  CommanHs^HHMBI^^H 

REPEAT 

comiiiaiids 
UNTIL  muiitwn 

loop  alwxys  executes  at  least  once,  repeats  until  condition  is  true 

WHILE  condifioJi  DO 

commands 

WEND 

loop  continues  as  lonf^  as  condition  is  true 

IF  condition  THEN  command  :ELSE  command 

only  one  command  allowed  after  THEN 

RESTORE  line  number 

makes  SMbse^uent  READ  commands  get  data  starting  at  that  line  number 

}Oy(porl  number) 

port  number  is  3  or  2,  re  I  urns  a  number  corresponding  to  direction  joystick  is  pressed 

FIRE(;wrt  number) 

port  number  is  1  or  2,  returns  —  I  if  button  is  pressed,  0  if  not 

HOME 

sends  cursor  to  top  left  comer  of  screen 

CLS 

clears  screen  and  homes  cursor 

LOCATE  roil',  column 

moves  cursor  to  row  and  column  indicated;  row  ranges  from  0  to  24,  ami  column  ranges 
from  0  to  33 

STRlNGS((eii^(h,  code) 

returns  string  of  indicated  length,  consisting  of  character  given  by  ASCII  code 

INSTR(sowrcf  string,  substring) 

ri<tun!S  a  number  indicating  where  substring  can  be  found  in  source  string 


COMPUrers  Gazelle    April  1989    47 


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Triple  Pdik:  SHI.  BH2, 

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teidef  Bu>lrd S2i 

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■  I.  "2,  or  «3    ,  ,    $1b  Fa. 
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Toy  Shop S19 


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airmif  Ccimmandn.  ,  ,  ,519 

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General  Accl.  128  .  ,  .5119 

Inventory  12B S49 

DATA  FAST 

Breakthru 51') 

Ccimmando 514 

llari  Warriors  ... 519 

Karnov *.  .  .    519 

Wiloon S19 

Speed  llusBy 51'J 

Ta^  Team  Wcestling  .  .  ,  $14 
Victory  Road $19 

DATASOFT 
Alternate  Realily: 

The  Cily St9 

The  Dungeon $19 

Battle  Drold/ 519 

Bismarck ,519 

Cosmic  Relid   519 

Dark  Lord .  .514 

Ghibal  Commaniier.  .  $19 
Hum  fill  Red  Ocloher  $21; 

LarKeitil 521 

Rubicon  Alliance $14 

Tobnik 521 

Tomahaysk 521 

Video  Tide  Shop  syi' 

Graphics  Companini?S31 
DAVIDSON 

Aluehlaster    512 

Malh  Blasler 512 

Siwli  II 512 

ttiird  Allack 532 

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Body  Traosparent 519 

Desifinasaurus .521 

Spelliccipter $19 

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Pocket  Flier  2   519 

Pntkel  Planner  2 S19 

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HoByyyood  Poker 519 

WV'stern  Games .$19 

FIFf  TROMC  ARTS 

Anli.   Pot $9.8IJ 

Bard's  Tale  1  or  2  .52h  Fa. 
Bard'y  laV  1  r>r2  Minti59  Ea. 
Bards  Tale  1: 

The  Ihiel  o(  Fate  .  .  .S2(> 
Cayenian  Ush-lympics  .521 
Chessmaster  2100  ,.  .  .i2(i 
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Demon  Slalker $21 

Double  Dra^OEy 52) 

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Modem  Wars,.  , SB 

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Monopoly   52T 

Penaiuy   ill 

Poyy^er  Play  Hockey  ,  ,  .519 

Risk $26 

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nive  Bomber $14 

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I  ,A,  Crac  kcioss  n 514 

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Bad  Street  Brassier    .  .  ,519 

BIcKkbuster 519 

Captain  Bkwd S2J 

Cluljfiouse  Sporls.  ,  ,  ,  ,519 
Color  Me:  The  Computer 

Coloring  Kit $23 

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De  la  Vu 521 

Gauntlet   521 

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loker  Poker $19 

MISl  Soccer 523 

Oul  Run 523 

Paperboy 521 

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Road  Raider 519 

Ro4c(  Runner 523 

Supc'r  Slar 

tee  Hockey $23 

Super  Star  Soccer  .  .  .  .521 
■Requires  Gauntlet! 
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Bob's  Term  Pro 529 

Bob's  Term  Pro  128,,, 539 

tJoodle   $23 

Final  CartrldKe  3 547 

Font  Master  2 523 

Fnnt  Master  128   529 

Superbasr  64 523 

Su|»rhasr  12fl 513 

Su[H'rscript  64 ,523 

Superscript  128 523 

Super  Snapshot  (Rl  , .  .547 
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Ullioia  1  nr  3  ...  .$2,3  ta. 

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SSI 

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Pander  Sirike! $29 

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War  Came  Coosl.  Sc>t,S21 

Wacship. $39 

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F.S.  Scenery  Disks    ...Call 

Jel S26 

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TAITO 

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Bubble  Bohhir    521 

Operalion  VVolt   421 

Rasian 521 

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Ssyihcak'Sideyyays  .  .  .519 
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Percentage  Paoic  ,  ,  ,  .$19 
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Ten  Little  Robots  ,  .  ,  ,519 
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Art  Gallery  I  or  2  516  Ea, 
Arl  Gallery:  Fanlasy  ..Sib 

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Math  1  nr  2   521  Ea. 

Number* S23 

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Conlriser  Mouse 533 

Disk  (Case  (Holds  75)$6.Ka 
Disk  Drive  Cleaner  , 56.38 
Epyi  5UU  Xj  joyslick.  ,514 

Iconlroller ,  ,  ,  $14 

WkoBjit  Handle     ,517 

Wico  Boss 512 

Witu  Ergcrstick  |.S.  .  .519 
XfTfC  SujH-r  Graphis  ,539 
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MODEM  OWNIRS:  Voir 


SPR 


Wthe 

28 


Peter  M.  L.  Lottrup 


Few  programs  take  advantage  of 
the  128's  special  capabilities.  One 
of  these — and  a  major  advantage 
over  the  64 — is  designated  areas  for 
sprite  and  other  graphics  data.  As  a 
result,  many  BASIC  7,0  programs, 
although  replete  with  graphics,  re- 
quire no  memor>'  reconfiguration. 
Indeed,  it  was  this  feature  of  the 
128  that  led  to  the  development  of 
"Sprite  Fader." 

Sprite  Fader  is  a  machine  lan- 
guage utility  that  uses  sprites  to  dis- 
play a  text  string.  It  takes  a  given 
text  string,  converts  it  to  a  series  of 
sprites,  and  then  slowly  fades  it  in 
at  a  specified  location,  a  pixel  at  a 
time.  Since  your  text  is  now  in 
sprite  form,  you  can  easily  create 
banner  effects — scrolling  messages 
across  the  screen — by  using  BASIC 
7,0's  built-in  commands.  With 
Sprite  Fader  at  work,  your  programs 
will  take  on  a  professional  look. 

Typing  It  In 

sprite  Fader  (Program  1)  is  written 
entirely  in  machine  language.  To 
enter  it,  use  the  128  version  of 
"MLX,"  the  machine  language  en- 
try program  found  elsewhere  in  this 
issue.  When  MLX  prompts  you,  re- 
spond with  the  values  given  below. 

Starting  dddrcss:     1300 
Ending  address:      15DF 

Before  you  exit  MLX,  save  a  copy  of 
the  program  to  disk  with  the  file- 
name FADER. ML. 

Program  2  is  a  demo  that 
shows  you  how  to  use  Sprite  Fader 
from  within  your  BASIC  programs. 

so     COMPUTErs  Gazette     April  1989 


Liven  up  your  text 

display  withi  ttiis  utility 

for  the  Commodore 

1 28.  A  disk  drive  is 

required. 


To  prevent  typing  errors,  use  "The 
Automatic  Proofreader"  when  you 
enter  this  program. 

Materializing  a  String 

Using  Sprite  Fader  is  a  two-step 
process.  First,  you  must  call  a  rou- 
tine that  designates  where  the  text 
string  will  be  located  on  the  screen. 
Then,  you  call  a  second  routine  that 
identifies  the  string  you  wish  to  dis- 
play. Both  routines  are  called  with 
the  SYS  command. 

To  position  the  text  string,  use 
a  command  of  this  format: 

SYS  486i,row,coturnn,size 

Row  and  column  represent  the  coor- 
dinates for  the  top  left  corner  of  the 
display.  Sprite  Fader  uses  the 
standard  BASIC  7.0  sprite-coordi- 
nate system.  With  this  system,  the 
visible  portion  of  the  sprite  screen 
includes  locations  24-344  on  the  x- 
axis  and  50-249  on  the  i/-axis.  But 
here,  row  and  cohunn  are  limited  to 
the  range  0-255. 

The  final  parameter,  sizt',  is  the 
expansion  factor  for  the  text  (0-3). 
A  value  of  0  leaves  text  unchanged. 
A  value  of  1  makes  the  characters 
twice  their  normal  height,  A  value 
of  2  makes  them  twice  as  wide.  And 


a  value  of  3  doubles  both  their 
height  and  width. 

In  addition  to  the  size  of  the 
text,  you  can  also  alter  its  color. 
Quite'  simply,  the  color  displayed 
corresponds  to  the  current  text 
color.  This  must  be  set  prior  to  exe- 
cuting the  above  SYS.  Set  the  text 
color  as  you  normally  would:  with 
PRINT  {by  simultaneously  pressing 
CONTROL  or  Commodore  and  a 
number  1-8),  with  POKE  (by  stor- 
ing the  color  value  0-15  into  the 
register  at  241),  or  with  the  COLOR 
statement  (COLOR  5,n — where  fi  is 
the  color  value  1-16). 

The  second  call,  which  assigns 
the  text  string,  is 

SYS  iS67,„„strinK  variable 

String  variable  is  any  text  string  that 
is  between  1  and  24  characters  in 
length.  Values  outside  this  range 
will  cause  an  ILLEGAL  QUANTITY 
error. 

Note  that  you  must  pass  the 
text  string  to  the  roudne  in  the  form 
of  a  string  variable  (like  A$),  not  a 
literal  string  (like  "HELLO").  Also, 
be  sure  you've  included  all  five 
commas  before  string  variable. 

After  you've  executed  this  last 
SYS  command,  the  routine  creates 
the  fade  effect,  building  the  text 
pixel  by  pixel.  To  fade  text  out,  just 
overwrite  it  with  new  text.  Or,  you 
can  define  sfn>i^  variable  as  "  "  (a 
single  space  in  quotation  marks) 
and  repeat  the  second  SYS  call. 
Both  approaches  are  demonstrated 
in  Program  2. 
See  program  listings  on  page  68.    G 


If  you've  done  much  BASIC  pro- 
gramming, you've  undoubtedly 
run  into  a  situation  where  you 
needed  to  know  the  differences  be- 
tween two  versions  of  the  same 
program.  Maybe  you  needed  to 
know  what  changes  were  made  to  a 
program  or  which  version  of  a  pro- 
gram was  the  most  recent.  Whatever 
the  situation,  a  BASIC  comparison 
utility  is  a  useful  addition  to  any 
programmer's  collection.  "Compar- 
ator" scans  two  BASIC  programs 
and  lists  all  lines  that  have  been 
added,  deleted,  or  changed.  You 
can  send  its  output  to  either  the 
screen  or  the  printer.  ^ 

Getting  Started 

Since  Comparator  is  written  in  ma- 
chine language,  you  need  to  enter  it 
using  "MLX,"  the  machine  lan- 
guage entry  program  found  else- 
where in  this  issue.  When  you  run 
MLX,  you're  asked  for  the  starting 
and  ending  addresses  of  the  data 
you're  entering.  The  MLX  prompts, 
and  the  values  you  should  type  in, 
are  as  follows: 

Starling  address:     COOO 
Ending  address:      C3A7 


Follow  the  MLX  instructions 
carefully  and  be  sure  to  save  a  copy 
of  Comparator  before  you  exit  MLX. 

Comparator  compares  two 
BASIC  programs,  one  in  memory, 
the  other  on  disk.  To  use  the  pro- 
gram, first  load  Comparator.  Then 
load  one  of  the  two  programs  to  be 
compared.  Next,  place  into  the  disk 
drive  the  disk  containing  the  other 
program.  Start  the  comparison  by 
typing  SYS  49152.  Comparator  first 
asks  for  the  name  of  the  program  in 
memory,  then  asks  for  the  name  of 
the  program  on  disk.  Finally,  it  asks 
whether  you  want  the  listing  to  be 
printed  to  the  screen  or  the  printer. 
Enter  either  S  {screen)  or  P  (printer). 

There  are  two  possible  types  of 
differences  between  program  files. 
One  program  may  contain  a  line 
that  the  other  does  not,  or  both  may 
contain  a  line  with  the  same  line 
number  but  different  commands. 

Comparator  prints  a  simple  re- 
port detailing  the  differences  be- 
tween the  two  programs.  It  prints 
the  name  of  the  program  before 
each  line  that  is  different.  When  one 
program  contains  a  line  that  the  oth- 
er does  not.  Comparator  prints  only 
that  line.  When  both  programs  con- 
tain the  same  line  number  but  the 
line  is  different,  it  prints  both  lines. 

Armed  with  a  Comparator  list- 
ing, you'll  be  able  to  see  the  quanti- 
ty and  character  of  the  differences 
between  two  programs. 


Find  the  differences 

between  two  BASIC 

programs  quicldy 

and  easily.  For  the 

Commodore  64 

with  disl(  drive. 


Comparator  and  the  128  H  ■ 

Comparator  can  also  be  used  to 
compare  128  BASIC  programs,  but 
the  resulting  listings  may  contain 
some  garbage.  The  garbage  appears 
because  the  program  trips  over  the 
keywords  that  are  available  in  the 
128's  BASIC  7.0  but  not  in  the  64's 
BASIC  2.0. 

If  you  wish  to  compare  128 
BASIC  programs  with  Comparator, 
run  it  from  64  mode  and  follow  the 
instructions  for  comparing  64 
programs. 
See  program  listing  on  page  67,      G 

COMPUTED  Gazette     April  1969     51 


mSf 


Now  Get  Inside  Your  Commodore  with 
COMPUm's  Gazette  Disk. 


)      ®0    S 
S0B0Q!3^0®0 
SEEQSBQQE 


^is 


^i 


III   liiliil 


Now  there's  a  way  to  get  all  the  exciting,  fun-fl!led  programs  of 
COMPUnrs  Gazefte-already  on  disk-with  COMPUTEl's 
Gazette  Bisk. 

Subscribe  today,  and  month  after  month  you'll  get  a  new,  fully- 
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64,  or  Commodore  128  personal  computer. 

COMPUTEl's  Gazette  Bisk  brings  you  all  the  latest,  most  chal- 
lenging, most  fascinating  programs  published  in  the  corresponding 
issue  of  computer's  Gazette.  So  instead  of  spending  hours  typing 
in  each  program,  now  all  you  do  is  insert  the  disk ...  and  your 
programs  load  in  seconds. 

RESULT:  You  have  hours  more  time  to  enjoy  all  those  great 
programs  which  appear  in  CBMPUJEi's  fiazeffe— programs  tike 
SpeedScript  128,  Arcade  Volleyball,  3-D  Sprites,  Sketch  Pad,  Sound 
Manager,  1541  Speed  and  Alignment  Tester,  and  hundreds  more. 

So  don't  waste  another  moment.  Subscribe  today  to  COMPUTEVs 
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^UPER 
/lCCELEFl\TOR 

128 


Increase  the  speed  of 

your  128  by  20 

percent  with  this 

amazing 


Philip  Landman 


With  "Super  Accelerator,"  you  can 
speed  up  all  operations  of  your 
Commodore  128  by  as  much  as  20 
percent.  This  short  (135-byte)  ma- 
chine language  routine  is  especially 
useful  while  you're  using  40- 
column  screens. 

Super  Accelerator  works  with 
any  program,  BASIC  or  ML,  that 
doesn't  use  locations  4864-4999 
and  that  leaves  the  interrupt  at  788 
intact.  Unlike  some  accelerator  pro- 
grams. Super  Accelerator  doesn't  in- 
terfere with  the  128's  built-in  clocks. 

Betting  Started 

Super  Accelerator,  Program  1,  is  a 
BASIC  loader.  To  prevent  typing 
mistakes,  be  sure  to  use  "The  Auto- 
matic Proofreader/'  found  else- 
where in  this  issue,  when  entering 
the  program. 

Once  you've  finished  typing, 
save  a  copy  of  the  program  and 
type  RUN,  Super  Accelerator  is 
POKEd  into  memory  and  activated. 

Super  Accelerator  isn't  disabled 
by  RUN/STOP-RESTORE.  If  you 
wish  to  disable  the  program,  type 
SYS  4978.  To  reenable  the  program, 
type  SYS  4864.  These  SYS  com- 
mands can  be  used  from  within  your 
programs  or  in  direct  mode. 

When  Super  Accelerator  is  ac- 


tivated,  the  FAST  command 
doesn't  work.  Also,  split-screen 
graphics  mode  cannot  be  used  in 
conjunction  with  the  program.  You 
can  use  Super  Accelerator  while  in 
80-column  mode,  but  since  the  80- 
column  mode  isn't  blanked  by 
FAST  mode,  using  the  FAST  com- 
mand is  a  better  alternative. 

To  test  the  speed  increase  ob- 
tained with  Super  Accelerator,  type 
in  Program  2,  "Super  Accelerator 
Demo."  Program  2  records  the 
times  necessary  to  draw  some  cir- 
cles on  the  screen  with  and  without 
Super  Accelerator  activated;  then  it 
displays  the  times  and  the  difference. 

Super  Accelerator  works  by 
putting  the  128  in  SLOW  mode 
when  it's  drawing  the  screen  and  in 
FAST  mode  when  it's  doing  any- 
thing else.  Super  Accelerator  doesn't 
double  or  nearly  double  the  com- 
puter's speed  (as  FAST  mode  does) 
because  the  128  spends  approxi- 
mately 60  percent  of  its  time  updat- 
ing the  screen.  It  spends  the  other  40 
percent  processing  other  infor- 
mation. Super  Accelerator  reduces 
the  time  needed  to  execute  this  40 
percent  by  switching  into  FAST 
mode.  Theoretically,  then,  a  20-per- 
cent increase  in  speed  is  achieved. 
See  program  listings  on  page  70.     G 

COMPUTE!  s  GezBtle     April  19B9    S3 


-.^Vt.:,>-rt;>,V!ViV«»K*^'nW«,:f-^:"^sr.»'.«ti'i?*.'»f^^ 


'1% 


Odometer 


Buck  Childress 


Keep  an  eye  on  the  valuable  space  left  oit  each  and  every  one 
of  your  disks.  For  the  64. 


Save,  load,  and  verify  operations 
are  notoriously  slow  on  the  1541 
disk  drive.  If  you've  ever  wondered 
what  your  disk  drive  was  up  to  dur- 
ing these  interminable  operations, 
you'll  take  "Odometer"  to  heart. 

Odometer's  job  is  to  report  to 
you  whenever  you  make  a  save, 
load,  or  verify.  When  you  save  a 
program,  Odometer  first  shows  you 
the  length  (in  disk  blocks)  of  your 
program  and  the  number  of  blocks 
free  on  your  disk.  As  the  operation 
progresses,  you'll  see  the  number  of 
blocks  left  to  be  saved  and  the  num- 
ber of  blocks  remaining  on  the  disk. 
When  you  load  or  verify  a  program, 
Odometer  shows  you  the  length  of 
the  file  that  you  are  loading  or  veri- 
fying. As  the  operation  takes  place, 
you're  shown  the  number  of  blocks 
that  have  been  loaded. 

54     COMPUTEfs  Gazette     Apfil  1909 


Typing  It  In 

Odometer  is  written  in  machine 
language.  Type  it  in  with  "MLX," 
the  machine  language  entry  pro- 
gram found  elsewhere  in  this  issue. 
When  MLX  prompts  you  for  the 
starting  and  ending  addresses,  re- 
spond with  the  values  given  below. 

starting  address:     CB2(J 
Ending  address:      CEC7 

Carefully  type  in  the  data  for 
Odometer.  Be  sure  to  save  the  pro- 
gram to  disk  before  you  exit  MLX. 
To  use  Odometer,  load  the 
program  with  a  statement  of  the 
form  LOAD"ODOMETER",8,l. 
Type  NEW.  Now  type  SYS  52000 
to  activate  the  program.  Every  save, 
load,  and  verify  will  be  monitored 
by  Odometer.  Odometer  works  on 
a  64  {or  a  128  in  64  mode)  with 


either  the  1541  or  1571  drive.  To 
deactivate  the  program,  simply 
type  the  same  command  you  used 
to  activate  it— SYS  52000. 

Odometer  disables  fast  loaders 
and  other  devices  that  need  the  vec- 
tors Odometer  uses.  When  you  de- 
activate the  program,  the  vectors 
are  restored. 

Once  in  a  while,  Odometer 
may  say  that  one  more  block  was 
saved,  loaded,  or  verified  than  the 
directory  shows.  That's  because  of 
a  quirk  in  Commodore's  DOS.  If 
the  disk  operation  ends  and  the 
DOS  pointers  are  pushed  into  the 
next  track,  the  program  takes  up 
one  more  block  than  is  shown. 
Don't  worry  about  the  difference — 
it's  inconsequential. 

Odometer  also  has  a  drive- 
status  checker.  If  the  drive  light 
blinks,  press  the  at  key  {@)  and 
then  press  RETURN.  The  drive's 
status  is  displayed. 
See  program  listing  on  page  67.     6 


Do  you  have  a  question  or  a  prob- 
lem? Have  you  discovered  some- 
thing that  could  help  other 
Commodore  users?  We  want  to 
hear  from  you,  Write  to  Gazette 
Feedback,  COMPUTE  !'s  Gazette, 
P.O.  Box  5406,  Greensboro,  North 
Carolina  27403.  We  regret  that, 
due  to  the  volume  of  mail  received, 
ive  cannot  respond  individually  to 
programming  questions. 


Boll  Harrdlcapper 

I've  written  a  short  BASIC  program 
for  the  64  that  calculates  golf  handi- 
caps and  would  like  to  share  it  with 
your  readers. 

Robert  McGowan 
Goleta,  CA 

Thanks  for  sending  us  this  program.  It 
so  happens  that  recently  we've  had  a 
number  of  requests  for  a  golf-handicap 
calculator.  Apparently,  with  spring 
upon  us,  many  readers  are  back  on  the 
links. 

We've  listed  the  program  with 
checksums  so  it  can  be  typed  in  with 
"The  Automatic  Proofreader." 


PJ  10  DIM  S(20)  ,L(12)  !CB  =  68:PR 
INT"(CLR}G0LF  HftHDICAP  C 
ALCULATOR" 

MJ  23  INPUT" (DOWN)ENTER  PLAYER 
'S  HAHE";PNS:IF  PNS=""  T 
HEN  PRINT"(2  UP)";:G0T02 
Q 

FS=LEFTS (PNS, 12) +" -DAT" 
OPEN  2,8,2,FS:0PEN15,e,l 
5:INPUT#15,AS,BS:CLOSEl5 
IF  aS="62"  THEN  CL0SE2:G 
OStJB340:GOTO100 
CLOSE2:0PEM  2,8,2,F$!VM- 
20.1 

FOR  1  =  1  TO  20!INPUT»2,S  ( 
I) : IF  S (r)<0  THEN  VM-I: I 
=  20 

CD  8C  NEXT  I:CL0SE2:IF  VM=20.1 
THEN  VM=20:FOR  I =0  TO  1 
9:S(I) =S (I+l) :NEXT 

HJ  90  INPUT" (DOWN) ENTER  NEW  SC 
ORE";S(VH) :IF  VM<20  THEN 
S(VM+1) =-1 

GK  190  Q=l:L(l)=S(l) :QM=ll5lF 
{SPACElVM<QM  THEN  QM=VM 


QH 

30 

HK 

4  0 

MG 

50 

MG 

60 

EQ 

70 

HG 

220 

JR 

230 

CP 

240 

DR 

250 

PA  260 


RH  110  FOR  Ia2  TO  VM 

MF  120  FOR  J=l  TO  Q 

GS  133  IF  S(I)<L(J)  THEN  FOR  K 

=Q  TO  J  STEP-l!L(K+l)=L 

[K)  :NEXT:t,(J)=S(I)  :J=Q+ 

10 
FJ  140  NEXT  J:Q=Q+1:IF  Q>QM  TH 

EN  Q=C}M 
MG  150  IF  J<:«Q  THEN  L(0)=S(I) 
Kfi  160  NEXT  I 
RS  170  IF  VM»20  THEN  PRINT" 

{DOWNlTHE  LAST  TWENTY  S 

CORES: ":GOTO190 

AK  180  PRINT" 1DOWH}"VM"ECORES! 
II 

DB  190  F0RI=1  TO  VM:PRINTS(I); 

"{LEFT}"! :IF  1=10  THEN 

(SPACElPRINT 
BM  200  NEXT: PRINT 
JR  210  T=0: PRINT" {DOWN} LOW  SCO 

RES  USED  IN  COMPUTATION 


IF  VM<5  THEN  PRINT"5  OR 
MORE  SCORES  NEEDED  FOR 
HANDICAP. ": GOTO  28  0 

IF  VM<17  THEN  Ml=i+(VM- 

5)/2 

IF  VM>16  THEN  M*=VH-10 

FOR  1=1  TO  M%: PRINT  L(l 

)"tLEFT)";:T=T+L(I)-CR: 

NEXT:T=T/M%*10:H-INT (T* 

.096+. 5) 

PRINT  SPRINT" {DOWN} HAND  I 

CAP:";  :  IFHOTHENPRINT" 

(SPACE }+"; 

PRINT ABS{H) 

PRINT" (DOWNjSAVE  TO  DIS 

K  (Y/N) 7"!GOSUB460 

IF  R=0  THEH333 

OPEN  15,8,  15:PRINTn5," 

S0:";FS:CLOSE1S 

OPEN  2,8,1,FS 

FOR  1=1  TO  VM:PRINT#2,S 

(I) : NEXT: PRINT* Z,-1:CL0 

SE2 

END 

PRINT'MDOWN)  {RVS}A  NEW 

[SPACElPLAYER" 

PRINT"ENTER  "PN$"'S  LAS 

T  TWENTY  SCORES" 

PRINT" (down} IF  YOU  DON' 

T  HAVE  20,  ENTER  -1  AFT 

ER{4  SPACES)LAST  SCORE" 

FOR  V=l  TO  20: INPUT  S (V 

) 

VH=V:IF  S(V)=-1  THEN  VH 

=V-l:V»20 

NEXT 

PRINT" {CLR)"PN$"'S  LAST 

"VM"SCORES:" 

FOR  1=1  TO  VM: PRINT  "#" 

I "(2  SPACES}SCORE"S(I) : 

NEXT 

PRINT"ARE  THESE  SCORES 

f SPACE}OKAY  (Y/N) ?":GOS 

UB460 

IF  R  THEN  RETORK 

INPUT"ENTER  #  OF  BAD  SC 


XR 

270 

AC 

280 

RK 

290 

AC 

300 

FK 

310 

AS 

320 

DM 

330 

EF 

340 

XF 

350 

SC 

360 

KB 

370 

MB 

380 

BM 

393 

ES 

400 

AJ 

410 

EB 

420 

XJ 

430 

DE 

440 

ORE";N:IF  N<1  OR  N>VM  T 

HEN  PR1NT"{UP}"; ;G0TO44 

0 
DG  450  PRINT"CORRECT  #"fN;:INP 

UT  S  (N) :GOTO400 
SA  460  GETA$:IF  A5="Y"  THEN  R= 

1; RETURN 
HX  470  IF  AS="N"  THEN  R=0:RETU 

RN 
RE  480  GOT0463 

This  program  computes  a  golfer's 
handicap  by  a  method  of  differentials. 
First,  it  takes  the  lowest  ten  scores  of 
the  player's  last  20  rounds  and  deter- 
mines the  difference  between  each 
score  and  the  course  rating  (its  par 
value)  as  defined  in  line  10  by  vari- 
able CR.  Then,  it  totals  these  ten  dif- 
ferentials, averages  them,  and 
converts  the  result  to  a  handicap 
based  on  96  percent  of  the  average. 

To  use  the  program,  you'll  need 
to  supply  it  with  at  least  5  golf  scores. 
The  first  time  you  run  it,  enter  your 
most  recent  20  scores.  If  you  don't 
have  20,  enter  the  ones  you  have,  and 
enter  —1  as  your  final  score. 

With  fewer  than  20  scores,  the 
program  calculates  the  handicap  dif- 
ferently. For  example,  if  you  enter  5  or 
6  scores,  the  program  uses  only  the 
differential  from  the  lozvest  score.  En- 
ter 7  or  8  scores,  and  differentials 
from  the  lowest  2  scores  are  used;  en- 
ter 9  or  10  scores,  and  the  lowest  3  are 
used;  and  so  on.  This  pattern  contin- 
ues until  there  are  17  or  more  scores. 
At  this  point,  the  program  subtracts 
10  from  the  number  of  scores  and  uses 
this  as  the  basis  for  the  handicap  cal- 
culation, (So,  with  17  scores,  differen- 
tials from  the  lowest  7  are  used.) 

The  program  maintains  a  sepa- 
rate data  file  on  disk  for  each  golfer's 
scores.  You  can  easily  spot  these  files 
in  the  directory;  the  first  12  charac- 
ters of  a  player's  name  are  used  along 
with  the  extension  .DAT.  Because  of 
this,  it's  important  that  you  always 
use  the  same  name  when  referring  to 
a  particular  player. 

When  yau  run  the  program,  it 
reads  in  a  player's  data  file  and  up- 
dates it  loith  the  latest  golf  score.  If 

COMPUTEI's  Gazelle     April  1989     55 


two  rounds  of  golf  have  been  played 
since  the  last  update,  run  the  program 
twice  to  enter  each  score.  Once  the 
number  of  scores  exceeds  20,  the  pro- 
gram discards  the  first  score  in  a  play- 
er's file. 

If  you  play  on  different  courses, 
you  may  need  to  change  the  course 
rating,  in  line  W.  Since  the  program 
has  jw  provision  for  keeping  track  of 
scores  from  courses  with  different  rat- 
ings, you  may  want  to  use  a  separate 
program  disk  for  each  course. 

Some  Ctarlflcatlons 

I  just  noticed  an  item  in  "Simple 
Answers  to  Common  Questions"  in 
the  August  1988  issue  of  Gazette 
which  needs  clarification. 

The  outer  plastic  case  on  the 
1541  disk  drive  has  nothing  to  do 
with  the  radio  frequency  {RF) 
shielding.  The  shielding  is  accom- 
plished by  the  perforated  metal 
cover  over  the  circuit  board  and  by 
the  metal  chassis. 

The  outer  cover  does  serve  a 
definite  purpose,  though.  It  keeps 
prying  fingers,  dust,  dirt,  and  other 
potentially  harmful  objects  out  of 
the  works!  If  you  are  sure  that  no 
foreign  objects  will  get  into  the 
1541,  leaving  the  top  off  is  an  effec- 
tive way  to  keep  the  drive  cooler. 

A  second  item  that  needs  at- 
tention concerns  a  remark  I've  seen 
in  several  computer  magazines 
which  goes  something  like  this: 
"Before  you  touch  a  MOS  or  CMOS 
integrated  circuit  (IC  or  chip),  you 
should  touch  a  metal  object  to  dis- 
charge any  static  on  the  body,"  This 
advice  is  worthless  unless  the  metal 
object  you  touch  is  securely 
grounded.  Touching  a  metal  object 
that's  not  grounded  may  actually 
cause  you  to  pick  up  a  static  charge. 
The  safest  practice  is  to  use  a 
grounded  wrist  strap.  A  good  low- 
cost  wrist  strap  for  occasional  use  is 
available  from  Radio  Shack. 

Robert  J.  Nedreski 
Erie,  PA 

You're  right  on  both  points.  Thanks 
for  the  helpful  comments, 

An  Alarmlne  SituaUon 

I'm  trying  to  write  an  alarm  clock 
program  in  BASIC  on  the  64.  My 
problem  is  that  while  the  program 
is  running,  I  can't  do  anything  else 
without  stopping  the  clock.  Can 
you  show  me  a  way  to  put  this  pro- 
se    COMPUTErs  Gazelle     April  19S9 


gram  in  memory  so  I  can  continue 
programming  while  waiting  for  the 
alarm  to  go  off? 

David  Crow 
McAlester,  OK 

The  best  approach  to  this  task  is  to 
"wedge"  an  alarm-clock  routine  into 
the  64's  normal  interrupt  handler.  By 
programming  this  routine  in  machine 
language  (ML),  you'll  get  the  alarm 
clock  to  run  in  the  background,  leav- 
ing the  current  BASIC  program  un- 
disturbed. 

Fortunately  for  us,  the  64  is 
equipped  zvith  a  built-in  alarm  func- 
tion that  we  can  utilize  in  our  pro- 
gram. In  fact,  there  are  two  such 
alarms^one  for  each  time-of-day 
(TOD)  clock.  To  use  one  of  these,  loe 
must  set  the  clock  and  the  alarm  time, 
just  as  you  ivould  on  any  alarm  clock. 
When  the  clock  time  matches  the 
alarm  time,  the  TOD  clock  triggers  an 
interrupt. 

In  this  case,  we'll  use  the  second 
TOD  clock,  which  causes  an  NMl  in- 
terrupt when  the  alarm  goes  off.  To 
set  up  the  routine,  we  point  the  nor- 
mal NMl  interrupt  vector  to  our 
alarm  routine,  set  the  clock  and  alarm 
times,  and  then  wait  for  an  NMl  in- 
terrupt to  occur. 

NMl  interrupts  can  originate 
from  two  sources  on  the  64 — from  the 
RESTORE  key  or  from  the  second  CIA 
chip.  If  CIA  #2  causes  the  interrupt, 
we  examine  a  bit  in  the  interrupt  con- 
trol register  at  location  56589  to  de- 
termine whether  the  TOD  alarm 
caused  the  interrupt.  If  so,  we  pro- 
duce a  lone  sound  using  the  SID  chip. 

Below  is  (1  BASIC  loader  that 
POKES  the  tnachine  language  for  our 
alann-clock  routine  into  memory.  The 
ML  for  this  routine  was  taken  from 
COMPUTE!  Books'  Machine  Lan- 
guage Roudnes  for  the  Commodore 
64  and  128.  You  can  find  the  source 
code  for  this  routine  under  the  entry 
ALARM2. 


KG 

FR 


10 
29 


CD   3a 


BG  4  3 


GX  50 


BH 
GB 
BF 


60 
70 
80 


REM  DIGITAL  ALARM  CLOCK 

FORI='49152T0492a3:READA: 

X=X+ A: POKE  I, A: NEXT  I : REM 

(SPACE) POKE  ALARM  ML  ROU 

TINE 

IFX<>15756THENPRINT"DATA 

STATBMENT  ERROR.": STOP 

AS="CLaCK":C=4  9  28B:GOSUB 

2e0:AS="ftLARM":C=49294:G 

OSUB280:REM  GET  TIMES 

SYS49152:END:REH  SET  ALA 

RM 

DATA  169,42,141,24,3,169 

DATA  192,141,25,3,173,15 

DATA  221,9,128,141,15,22 

ED  90  DATA  160,9,32,102,192,17 

3 
CQ  100  DATA  15,221,41,127,141, 

15 
RQ  110  DATA  221,160,4,32,102,1 

92 
XK  120  DATA  169,132,141,13,221 

,96 
BG  130  DATA  173,13,221,41,4,24 

0 
RD  140  DATA  50,169,4,141,13,22 

1 
RJ  150  DATA  32,115,192,169,13, 

141 
CX  160  DATA  24,212,169,0,141,5 
HA  170  DATA  212,169,240,141,6, 

212 
ED  180  DATA  169,4,141,1,212,16 

9 
CA  190  DATA  33,141,4,212,32,15 

9 
FX  200  DATA  255,165,199,240,24 

9,32 
KS  210  DATA  115,192,32,126,192 

,169 
HD  220  DATA  0,133,190,76,71,25 

4 
SJ  230  DATA  162,3,135,132,192, 

157 
DH  240  DATA  8,221,200,202,16,2 

46 
AS  250  DATA  96,169,0,160,24,15 

3 
DP  260  DATA  0,212,136,16,250,9 

6 
RS  270  DATA  120,32,138,255,88, 

96 
PH  280  PRINT'MCLRlFOR  THE  "AS" 

TIME:" 
EG  290  PRINT:INPUT"WHAT  IS  THE 
H0UR";H$:H=VfiL(H5) :IFH 

<aORH>12THEN290 
RJ  300  F=a:rNPUT"AM  OR  PM";FS: 

IFLF,FTS(FS,1)  »"P"THENF  = 

128 
EB  310  HN«0: IFH>9THEHHK=16 
SB  320  HH=VAL(RIGHTS{HS,1) ) :Hb 

F+HH+HH:P0KEC+3,H 
AE  330  INPUT"WHAT  IS  THE  MINUT 

E";MS:M=VAL(MS) :IFM<0OR 

M>59THEN330 
BK  340  MN=0:IFM>9THENMN=16*VAL 

(LEFTS  (MS,1) ) 
HX  350  MM=VAL(RIGHT$(MS,1) ) !M= 

MN+MM:P0KEC+1,M 
FA  360  INPUT "WHAT  IS  THE  SBCON 

D";S$:S=VAL[SS) :IFS<0OR 

S>59THEN360 
HG  370  SN=0:IFS>9THEHSN=16*VAL 

(LEFTS(S$,1) ) 
KR  380  SS=VAL(RIGHTS(S$,1) ) :S= 

SN+SS:P0KBC+2,S:P0KEC+3 

,0:REH  SECS,  TENTHS  OF 

(SPACE)SECS 
PX  390  RETURN 

To  activate  the  alarm-clock  rou- 
tine, enter  the  program  and  type 
RUN.  After  the  machine  language  has 
been  POKEd  into  memory,  the  pro- 
gram prompts  you  for  the  clock  and 
alarm  times.  Once  you've  entered 
these,  the  clock  starts  and  the  alarm 
routine  activates.  As  long  as  you 
leave  the  NMl  vector  at  location  792 
intact,  you  can  go  about  programming 
as  you  normally  would.  When  the 
alarm  sounds,  just  press  any  key  to 
turn  off  the  tone. 


64  Screen  Saver 

Can  you  provide  me  with  a  pro- 
gram to  save  the  screen  to  disk  on 
the  Commodore  64? 

Ron  Jentz 
West  Seneca,  NY 

Jn  saving  text  screens  to  disk,  you'll 
zvarU  to  save  color  memory  Gocatiotis 
55296-56319)  along  with  text  (loca- 
tions 1024-2023).  The  following 
BASIC  loader  places  a  machine  lan- 
guage (ML)  program  at  location  828 
that  saves  text  and  color  memory  as 
separate  disk  files: 

Dft    10    FORI=828T098a:READA:POKE 

I  ,A5X  =  X+A:NEXT:  IFX0  213  2 

0THENPRINT"DfiTA  ERROR.": 

STOP 

KB  20  SYS82B 

MX  30  DATA  120,169,78,141,20,3 

,169,3,141,21 
RR  40  DATA  3,169,0,141,219,3,8 

9,96,173,219 
DS  50  DATA  3,240,3,76,49,234,1 

65,233,201,4 
FF  60  DATA  208,124,173,141,2,2 

01,2,208,117,141 
XO  70  DATA  219,3,165,157,141,2 

20,3,169,0,133 
HA  86  DATft  157,162,1,134,285,1 

66,207,208,252,169 
KR  90  DATA  1,133,204,173,0,221 

,73,3,133,252 
XP  100  DATA  173,24,208,41,240, 

102,252,106,102,252 
BJ  110  DATA  106,133,252,169,0, 

133,251,169,1,162 
KG  120  DATA  8,160,0,32,186,255 

,173,167,2,162 
GS  130  DATA  168,160,2,32,189,2 

55,152,232,24,165 
CA  140  DATA  252,105,3,168,169, 

251,32,216,255,162 
KM  150  DATA  0,134,251,160,216, 

132,252,173,184,2 
GB  160  DATA  162,185,160,2,32,1 

89,255,169,251,162 
QS  170  DATA  232,160,219,32,216 

,255,169,0,141,219 
EF  180  DATA  3,173,220,3,133,15 
7,76,49,234,0,0 

To  install  the  screen  saver  in  memory, 
just  type  RUN. 

Before  you  save  a  screen,  you 
need  to  specify  names  for  the  two  files 
that  will  contain  text  and  color  mem- 
ory. The  ML  routine  above  looks  for 
these  filenames,  along  with  their 
lengths,  beginning  at  locations  679 
and  696,  respectively.  To  position  the 
chosen  filenames  into  memory,  use 
the  two-liner  below: 

10    TS="TEXT":S=679!GOSUB20:T5= 

"COLOR":S=6  96:GOSUB20:EN 

D 
20    L=LEN{TS) :P0KES,L:F0RI=1T0L 

:POKES+I,ASC (MIPS (TS, 1,1 

) )  :  NEXT: RETURN 


//  you'd  prefer  filenames  other  than 
TEXT  and  COLOR,  substitute  tJicm 
into  line  10  before  you  run  this 
program. 

Next,  create  your  text  screen. 
Use  any  keys  you  wish.  To  change  the 
character  colors,  use  the  CTRL  or 
Commodore  keys  in  combination  with 
the  number  keys  1-8. 

When  you've  completed  your 
screen  and  are  ready  to  save  it,  simpli/ 
hold  down  the  Commodore  key  and 
press  fl.  The  routine  at  828,  called 
during  each  IRQ  interrupt,  checks  for 
this  particular  sequence  of  keypresses. 
If  the  sequence  is  found,  the  routine 
locates  the  text  screen  in  memory  and 
saves  it  along  with  color  memory  by 
the  filenames  you've  assigned.  If  you 
wish  to  save  the  text  screen  more  than 
once  to  the  same  disk,  be  sure  to  rerun 
the  above  two-liner  using  two  new 
filenames.  Othenvise,  you'll  get  a  disk 
error  as  you  attempt  to  overwrite  the 
previously  saved  files. 

To  reload  a  screen  file  without 
disturbing  the  resulting  display,  run 
the  following  short  program.  Again, 
be  sure  to  specify  the  filenames  that 
represent  your  text  and  color-memory 
files. 


10  IFA=0THENA=1:POKES326S,PEEK 

(5326S)ftND239:REM  BLANK 

{SPACE) SCREEN 
20  lFA=lTHENA-2:L0AD"TEXT",e,l 
30  IFA=2THEHA=3:LOAD"COLOR",8, 

1 
40  P0KE53265,PEEK(53265)GR16;R 

EM  TURN  ON  SCREEN 
50  GOTO50 
60  REM  CONTINUE  BASIC  PROGRAM 


Commodore  disk  loads  are  typi- 
cally sluggish.  This  is  no  more  appar- 
ent'than  when  you're  loading  screens. 
So  here,  rather  than  forcing  the  user 
to  watch  the  screen  slowly  piece  to- 
gether, we  blank  the  video  display 
prior  to  the  load  (Ujic  10).  Afterward, 
ive  turn  the  screen  back  on  (line  40) 
and  put  the  program  in  an  endless 
loop  (line  50).  This  prevents  the  cus- 
tom screen  from  scrolling  or  being  al- 
tered by  BASIC'S  READY  prompt. 

You  may  be  wondering  if  there's 
a  practical  use  for  this  last  routine. 
One  comes  to  mind:  If  you  place  the 
routine  at  the  beginning  of  a  program, 
you  can  load  and  display  a  custom  ti- 
tle screen  that  you've  previously  cre- 
ated. This  can  be  done  with  very  little 
effort.  Just  replace  line  50  with  a  de- 
lay loop  (for  example,  50  FOR  1  =  1 
TO  3000:NEXT  1),  and  continue  your 
program  from  there.  G 


ADVERTISEMENT 


notes 


#6A 


-^      Exploring  Stealth  Mission 

Several  man -years  went  into  developing  Stealth 
Mission  for  the  Commodore  64/128  computers. 
The  program  incorporates  many  new  design 
conccpss.  Target-hit  detection,  for  example^  Is 
emhcdded  within  the  Stealth  Mission  scenery 
structure  Itself.  This  lots  the  software  designer 
easily  assign  a  ditfercnl  score  value  to  each 
potential  target  including  negative  scores  for 
destioying  targets  that  should  be  avoided 
(hospitals,  for  example).  Programmable  scoring  Is 
just  one  unique  feature  of  this  third-generation 
flight  simulator. 

-ft      Stealth  Mission  Reviews 

While  we  don't  like  to  brag,  we  certainly  can  (argue 
with  Stealth  Mission  reviews  like  these.  Ahoy 
magaiine  (7/88)  writes  that  this  simulator  "pushes 
the  C64/12B  envelope  beyond  the  blue  horiion,  to 
a  whole  new  level  of  animation  and  frame  rates.,, 
absolutely  incredible."  Stealth  Mission  "...  sets  new 
standards  at  the  top  of  the  C64  flight  simulator 
heap,"  according  to  Info  (5-6/88),  Commodo^ 
(2/69)  calls  Stealth  Mission's  combination  of 
strategy  and  action  "tnjly  superior  to  others.  Only  a 
flight  simulation  this  good  could  come  from 
SubLOClC"  Stealth  Mission,  winner  of  the  198B 
Consumer  Electronics  Show  "Best  Sti'ategy  Game" 
Software  Showcase  Award  What  more  can  we  say? 


Top     Selling     Commodore     64/128 
Products  This  Month: 

1.  Right  Simulator  II  ($49.95) 

^.Stealth  Mission  <$49.9S) 

3. Jet  (S39.95) 

4."Westem  European  Tour"  Sceneiy  Disk 

(S24.95) 
S.San  Francisco  Scenery  Disk  (Sa4.95) 
6,  Scenery  Disk  #  3  -  O.S.  South  PaclHc 

(S19.9S) 
7, Scenery  Disk  #  7  -  U.S.  Eastern  Seaboard 

(S24.95)> 
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(SI  9.95) 
See  >'Our  dealer  to  purchase  SubLOCIC  products, 
or  call  us  dirert  to  order  by  charge  card  at  (BOO) 
637-4983.  Illinois  residents  call  (217)  359-8482. 

SubLOOlC  Corporation 
50)  Kenyon  Road 
Champaign,  IL  61820 


Special  Through  April  281 
$5.00  Off  Stealth  Mission 


COMPUTEVs  Gazette    April  1989    57 


COMPUTE! 
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TOTAL: 

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zitts  are  %G.OD  eacti.  Ths  following  issuflis  are  NOT 

aveiloble:  COMPUIt:  Fal  1979-3/61,  8/81,  11/81, 

2/B2~  12/82.  2/B3.  4/B3,  1/^.  11/05-  12/85.  QlzeHe: 

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available. 

BaiA  issues  oV  COMPUTEIs  PC  Magazine  are 

Sieoo  eecn.  Tivs  cuckcalons  is  avoilaM  omy  as  a 

ma^azine/cisk  combinaEions.  Vie  foUcwing  issues 

ara  NOT  available:  PC  Utgmzlna:  9/87,  1 1/S7. 

Disk/magazine  combinations  are  $16.00, 

Shipping  and  handling  rndudsd. 

NO  CREDIT-CARD  ORDERS  ACCEPTED. 

Payment  must  be  in  U.S.  doiars  tif  check  drawn  on 

U.S.  bank. 

13 


kpwalM 


•  The  final  version  of  line  130  un- 
der the  heading  "Reformatting 
Disks"  in  the  December  1988 
"Feedback"  column  has  a  minor 
problem  that  may  cause  a  disk  drive 
error.  Line  130  sends  the  disk  name 
and  disk  ID  together  as  if  they  were 
one  string.  For  example,  if 
C$  =  "BLANK"  and  D$  =  "89",  the 
disk  drive  receives  NO:BLANK89.  If 
you're  trying  to  format  a  disk  that 
has  been  formatted  before,  this  line 
works  without  causing  an  error  but 
doesn't  reformat  the  disk.  It  erases 
the  disk  and  gives  it  the  name 
BLANK89;  the  disk  ID  doesn't 
change.  If  the  disk  you're  trying  to 
format  has  never  been  formatted, 
this  line  causes  an  error. 

To  correct  this  problem, 
change  line  130  as  follows: 
130  PRINT#15,"N0:"C$","D$ 

If  the  example  above  is  used  vt^ith 
the  new  line  130,  the  disk  drive  re- 
ceives N0;BLANK,89.  Now,  the  disk 
will  always  be  formatted  correctly. 

•  In  the  August  1988  "Bug-Swatter," 
we  published  a  correction  for 
"Speed  File  for  the  64"  (April  1988), 
This  correction  fixed  two  bugs — one 
in  the  print  routine  and  one  causing 
some  characters  to  be  invisible  on 
older  64s.  Originally,  we  had  a  sepa- 
rate correction  for  each  of  these 
problems.  In  that  column,  we  com- 
bined the  two  corrections  into  one. 
The  problem  is  that  the  two  solu- 
tions don't  work  together. 

To  get  Speed  File  to  print  cor- 
rectly, load  the  program  with  a  line 
like  IX>AD" filename", 8.  Then  en- 
ter the  following  commands  in  di- 
rect mode: 

POKE7669,169:FOKE7670,0:POKE7671, 

168:POKE7672,32 
POKE7673,189:POKE7674,255:POKE767S, 

169:POKE7676,4 

Once  you've  entered  the  POKEs, 
save  Speed  File  to  a  new  file  with  a 
new  name.  Use  a  command  similar 
to  SAVE"/j7eMflme",8.  This  new 


version  of  Speed  File  prints 
correctly. 

To  get  Speed  File  to  display 
characters  correctly  on  older  64s, 
use  the  following  patch  program: 

SP  10  T=828:X=0 

CD  20  READ  A: IF  A<0  THEN40 

QB  30  X  =  X  +  A:POKF,  T  ,fl  :T  =  T  +  1 :  GOT 

020 
KD  40  IF  X019631  THENPRINT"ER 

ROR  IN  DATA": STOP 

Ks  50  fs="speedfile:":rem  if  VO 

U  USED  A  DIFFERENT  NAME, 
SUBSTITUTE  IT  HERE 
HG  S0  T=LEN{F5) :P0KE  972, T 
HA  7H  FOR  1=1  TO  T 
DM  80  POKE  972+I,ASC(MIDS{FS,I 

,1)) 

SR  90  NEXT:SYS828 

EB  100  DftTA169,l,162,a,160 

DC  110  DATA0, 32, 136,255, 173 

SX  120  DATA204, 3,162, 205, 160 

ER  130  DATA3, 32, 139,255, 169 

QE  140  DftTA0,166,43,164,44 

SP  150  DATA32,213,255,134,45 

DR  160  DATA132,46,32,51,165 

GE  170  DATA169,8,133,252,169 

OA  180  DATAl, 133, 251, 169,0 

JQ  190  DATA133,253,170,168,177 

JE  200  DATA251,221,201,3,240 

GM  210  DATA19,200,208,246,165 

HH  220  OATA252, 24, 105, 1,133 

BH  230  DATA252,133,254,201,35 

PQ  240  DATA2g8,233,76,13,8 

EE  250  DATA232,224,3,20a,232 

CB  260  DATA162, 0,169, 153, 145 

DB  270  DATA2S3,169,3,14S,251 

KA  280  DATA76,116,3,201,147 

MS  290  DATA240, 6, 201, 19,240 

BR  300  DATA2, 208, 35, 141,204 

SH  310  DATA3, 152,72, 173, 204 

GX  320  DATA3,32,210,255,169 

GX  330  DATA0, 163, 153, 0,216 

FF  340  DATA153, 0,217, 153,0 

FC  350  DATA2ia,153,232,218,136 

DR  360  DATA20S, 241, 104, 168,173 

PH  370  DATA204,3,96,76,210 

QF  380  DATA255, 32,210,255,-1 

To  use  the  patch  program,  simply 
load  it  and  type  RUN.  It  loads  Speed 
File,  makes  the  corrections,  and  runs 
the  program.  Each  time  you  use 
Speed  File,  load  and  run  the  patch 
program,  and  Speed  File  will  auto- 
matically load  and  run  correctly. 

If  you  entered  the  correction 
from  the  August  1988  column,  sim- 
ply change  lines  90  and  100  in  the 
correction  from  that  issue  as  follows: 

90  NEXT 

100  SYSS2S  6 


58     COMPUTBl's  Gazette     April  1989 


The  following  list  includes  updated  entries  to  our  annual  "Guide  to 
Commodore  User  Groups,"  which  last  appeared  in  the  May  and  June  1988 
issues. 

Send  typed  additions,  corrections,  and  deletions  for  this  list  to 

Commodore  64/128  User  Group  Update 
COMPUTEI's  Gazette 
P.O.  Box  5406 
Greensboro,  NC  27403 

When  writing  to  a  user  group  for  information,  please  remember  to  en- 
close a  self-addressed  envelope  with  postage  that  is  appropriate  for  the 
country  to  which  you're  writing. 

User  Group  Notes 

The  Greater  Omaha  Commodore  Users  Group  (P.O.  Box  241155,  Omaha, 
Nebraska  68124)  has  added  a  bulletin  board  service.  The  phone  number  is 
(402)  455-6400. 

The  listing  for  the  Sanlee  Commodore  Club  in  the  January  issue  con- 
tained an  incorrect  zip  code.  The  correct  address  is  514  Colonial  Drive, 
Sanford,  North  Carolina  27505. 

The  Central  Texas  Computer  Users  Group  has  a  new  address.  All  corre- 
spondence should  be  sent  to  902  Cariisle,  Killeen,  Texas  76541-7321. 

The  Wisconsin  Association  of  Vic/C=  Enthusiasts  (WAVE)  has  also 
moved.  Its  new  address  is  1020  Kurtis  Drive,  Elm  Grove,  Wisconsin  53122, 

Nbw  Listings 


nORIDA 


Culftoiil  M'i  Commodate  Uieia  Group,  P,0. 
Bon  11 180.  Clrawatcr,  FL  34616 


(;i  oiu;iA 


Commodore  Format  User's  Group,  P.O.  Box 
91541,  EjBt  Point.  GA  30364 


M.\SS.\CIIUSHTTS 


Fall  River  Commodore's  Club,  117  Lewin  St..  Fall 
River.  MA  02720 


The  Daylon  Arci  Commodore  Uieis  Group 

jDACUC),  1117  Lavern  Ave.,  Kettering,  OH 
45429 


PliNNSYI.VANIA 


Harrisbui^  Area  Computer  Groups  721  S.  29lh 
St..  Harrisburg,  PA  17111 


Ti-NNi;ssr[- 


Dungeons  and  Dragons  User  Croup,  Rt,  1,  Box 
:8A,  Cumberland  City,  TN  37050 


ATTENTION  AMIGA 
USER  GROUPS! 

COMPUTE!  Publications  is  interested 
in  compiling  a  list  of  Amiga  user 
groups  for  our  new  magazine,  COM- 
PUTE.''s  Amiga  Resource.  If  your  group 
supports  Amiga  computers,  please 
send  the  group's  name  and  address 
and  the  name  of  the  group  contact 
person  to 

Amiga  User  Croups 

COMPUTEl's  Amiga  Resource 

P.O.  Box  5i06 

Greensboro,  jVC  27403 

6 


COLOR  RIBBONS  &  PAPER 


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RIBBONS 


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April  fools 


Randy  Thompson 

Feeling  devious? 

In  the  spirit  of  this  issue's  cover 
date,  I've  prepared  a  collection  of 
programs  that  are  best  described  as 
practical  jokes.  If  you  have  the  op- 
portunity, run  one  of  these  mischie- 
vous hacks  on  your  friend's  or  co- 
worker's computer;  then  walk 
away  and  act  innocent.  These  are 
also  great  programs  to  run  at  home, 
at  school,  or  at  a  user  group  meet- 
ing before  someone  sits  down  to 
use  the  computer. 

Most  of  these  programs  were 
thoroughly  tested  on  unsuspecting 
technical  editors  here  at  COM- 
PUTE!, so  I  can  safely  say  that  they 
work.  Don't  worry;  These  practical 
joke  programs  can't  harm  your 
computer — just  your  reputation. 

Noise  Bomb 

"Noise  Bomb"  is  a  64  program  that 
pretends  it  isn't  running  when  it  ac- 
tually is.  To  the  uninformed,  the 
computer  looks  as  if  you  have  just 
turned  it  on. 

To  give  Noise  Bomb  a  try,  type 
in  and  save  the  following  code. 
Turn  up  the  volume  on  your  moni- 
tor as  high  as  you  can  without  cre- 
ating any  distracting  humming 
noises,  and  then  load  and  run  the 
program.  Now,  wait  until  someone 
tries  to  use  the  computer.  The  mo- 
ment a  key  is  hit . . .  BRAAAAHP! 
...  the  noise  bomb  drops, 

13  POKE  792,193:POKE  808,239:P 

OKE  780,11S:POKE  7e2,228:SY 

S  43806 
20  PRINT  "38911  BASIC  BYTES  FR 

EE"!PRINT!PRINT  "READY." 
30  POKE  204,9 
•10  GET  K$:IF  KS"""  THEN 40 
50  POKE  54296, ISiPOKE  54296,0: 

GOTO  50 

To  stop  Noise  Bomb,  you  must 
turn  off  the  computer  or  use  a  reset 
button.  Hitting  keys  such  as  RUN/ 
STOP-RESTORE  only  changes  the 
pitch  of  the  sound.  (This  is  not  what 
you'd  call  a  user-friendly  program.) 

60    COMPUTED  Gazens    Apfil  1989 


Cursor-Key  Swap 

When  is  up  down  and  left  right? 
When  you  run  the  following  pro- 
gram on  the  64: 

10  FOR  1  =  49960  TO  491-51:POKE  I 

,PEEK(I) ;X=I+163B4:POKE  x,P 

EF,K{X)  :NEXT 
2n  POKE  60291, 157:POKE  60296,1 

45:P0KE  60356 , 29 : POKE  50361 

,17 
30  POKE  1,PEEK[1)  AND  253 

By  copying  BASIC  ROM  to 
RAM  and  then  modifying  the  64's 
keyboard  lookup  table,  this  short 
program  makes  the  cursor-down 
key  move  the  cursor  up,  the  cursor- 
up  key  move  the  cursor  down,  the 
cursor-left  key  move  the  cursor 
right,  and  the  cursor-right  key 
move  the  cursor  left — overall,  a 
confusing  situation. 

Topsy-Turvy 

This  little  program  makes  the  64's 
characters  appear  upside  down.  It 
takes  a  while  to  run,  so  be  patient. 

10  POKE  56334, 0:POKE  1,51 

20  FOR  1  =  0  TO  2fT48:J  =  I-(I  AND 

{SPACE}?) *2 :POKE  12295+J,PE 

EK(53248+I) :NEXT  I 
30  POKE  l,55:POKE  56334, 1:P0KE 
53272,29 

Note  that  you  can't  just  stand 
on  your  head  to  read  what's  on  the 
screen.  Because  letters  are  still  en- 
tered left  to  right,  you  must  view 
the  monitor  upside  down  and  with 
a  mirror. 

1571  Upgrade 

Oops.  The  program  designed  to  de- 
tect whether  your  1571  has  old 
ROMs  ("Programmer's  Page,"  Feb- 
ruary 1989)  does  not  work.  This 
short  routine  checks  the  drive's 
DOS  version  number,  but  this 
number  is  the  same  for  all  1571 
ROMs,  old  and  new.  Only  the 
128D's  internal  disk  drive  returns 
an  updated  DOS  number  of  3.1. 

To  find  the  official  method  of 
detecting  whether  your  1571  re- 
quires a  ROM  upgrade,  I  called 


Commodore's  technical  support 
line.  Unfortunately,  the  technical 
support  staff  refused  to  give  mc  any 
information  that  I  might  print. 
Strange  policy,  no?  I  suppose  they 
prefer  that  you  call  them  yourself. 
Anyway,  the  number  to  call  is  (215) 
436-4200. 

On  a  reader's  recommendation, 
I  called  Century  Computer  in  La  Ha- 
bra,  California.  Its  technical  staff 
was  able  to  supply  me  with  the  in- 
formation I  required.  According  to 
them,  there  are  five  versions  of 
ROM  for  the  1571,  and  the  only  true 
way  to  see  which  ROM  your  1571 
uses  is  to  open  it  up  and  look  at  the 
number  listed  on  the  chip  itself.  It's 
best  to  have  an  authorized  techni- 
cian open  your  drive,  since  doing  so 
yourself  voids  your  warranty. 

If  you're  determined  to  open 
the  drive  yourself,  you'll  find  the 
ROM  chip  hidden  under  the  disk 
drive's  power  supply.  This  chip  is 
near  the  back  of  the  unit  and  con- 
tains the  number  310654.  If  you 
have  the  most  up-to-date  ROM, 
this  number  is  followed  by  -05  (ear- 
lier versions  are  numbered  01-04). 

Terminally  Odil 

Manny  Israel  of  Murreta,  Califor- 
nia, found  a  mistake  in  the  "Odd  or 
Even?"  tip  published  in  the  January 
1989  "Programmer's  Page,"  This 
tip  describes  an  easy  way  to  test 
whether  a  number  is  odd  or  even. 
The  problem  is  not  in  the  tech- 
nique, but  in  the  example  program, 
which  refuses  to  identify  any  num- 
ber as  even.  The  corrected  program 
line  reads: 

10  IF  (X  AND  1)^0  THEN  PRINT  X 
;"IS  AN  EVEN  NUMBER." 

The  original  program  lacked 
parentheses.  Without  parentheses, 
the  comparison  IF  1=0  is  tested 
before  the  AND  operator  kicks  in,  so 
PRINT  X;"IS  AN  EVEN  NUMBER" 
is  never  executed  because  1  never 
equals  0— not  even  in  April.  E 


The  E)iolym  Program 


Larry  Cotton 

Last  month,  in  order  to  further  en- 
hance our  understanding  of  BASIC, 
we  began  writing  a  metric  conver- 
sion program.  This  month,  we'll 
finish  this  converter.  (If  you  were 
able  to  complete  the  program  on 
your  own,  compare  your  version  to 
the  one  presented  here.) 

Since  last  month,  our  program 
has  undergone  several  changes. 
These  changes  have  been  made  pri- 
marily for  two  reasons:  to  show  how 
a  program  evolves,  and  to  make  the 
program  easier  to  understand. 

The  Menu 

Now  let's  look  at  the  program.  The 
first  few  lines  are  the  same; 

10  PRINTCHRS(5):REM  WHITE 

CHARACTERS 
20  POKE53281,0:REM  BLACK  SCREEN 

(USE  POKE65301,0  ON  THE  PLUS/4 

OR  COMMODORE  16) 
30  X-16:DIMC(X),IS{X),M${X) 
40  FORN  =  lTOX:READC(Ny,IS(N),M$(N): 

NEXT 
50  PRINTCHRS(147):REM  CLEAR 

SCREEN 

We  decided  the  program 
would  convert  English  measure- 
ments to  metric  and  vice  versa.  This 
requires  that  we  double  the  number 
of  options  and,  consequently,  our 
menu  size.  One  way  to  do  this  is  to 
split  the  menu  into  two  columns  so 
it  fits  nicely  onto  one  screen. 

But  what  if  you  didn't  have 
enough  space  on  a  single  screen  for 
this  enhanced  menu?  First,  you 
could  offer  the  user  a  simple  menu 
with  two  options:  English  to  metric, 
and  metric  to  English,  Then,  de- 
pending on  the  choice,  you'd  dis- 
play oniy  the  appropriate  con- 
versions on  a  second  menu  screen. 

Fortunately  for  us,  all  the  op- 
tions fit  on  one  screen.  And  lines 
60-210  become 

60  PRINT"(1)  IN  TO  KM  (17)  KM  TO  IN 
70  PRINT"(2)  IN  TO  M  (18)  M  TO  IN 
80  PRINT"(3)  IN  TO  CM  (19)  CM  TO  IN 


90  PRtNT"(4)  IN  TO  MM  (20)  MM  TO 

IN 
100  PRINT"(S)  FT  TO  KM  (21)  KM  TO 

FT 
110  PRINT"(6)  FT  TO  M  (22)  M  TO  FT 
120  PRINT"(7)  FT  TO  CM  (23)  CM  TO 

FT 
130  PRINT"(8)  FT  TO  MM  (24)  MM  TO 

FT 
140  PRINT"(9)  YD  TO  KM  (2S)  KM  TO 

YD 
ISO  PRINT"(10)  YD  TO  M  (26)  M  TO  YD 
160  PRINT'dl)  YD  TO  CM  (27)  CM  TO 

YD 
170  PRINT"(12)  YD  TO  MM  (28)  MM  TO 

YD 
180  PRINT"(13)  MI  TO  KM  (29)  KM  TO 

MI 
190  PRINT"(14)  MI  TO  M  (30)  M  TO  MI 
200  PRINT"(15)  MI  TO  CM  (31)  CM  TO 

MI 
210  PRINT"(I6)  MI  TO  MM  (32)  MM  TO 

MI 

while  line  220  remains  unchanged: 

220  INPUT"(DOWN]WHICH  NUMBER"; 

N 

Remember;  N  is  the  menu- 
option  number.  It  will  be  used  later 
as  an  index  to  our  arrays.  As  I  men- 
tioned, we  need  to  accommodate 
twice  as  many  options.  So,  line  230 
becomes 

230  IFN<10RN>32THEN50 

Line  240  has  evolved  into  its 
fourth  incarnation  since  we  started 
writing  the  program.  It  now  sends 
program  control  to  line  280,  which 
handles  menu  options  17-32,  the 
metric-to-English  conversions. 
Since  these  are  somewhat  more 
complicated,  we'll  tackle  them  later. 

240  IFN>16THEN280 

English  to  Metric 

Line  250  begins  the  English-to- 
metric  conversions,  which  are  sim- 
pler to  understand: 

250  PR!NT:PRINT"QUANTITY  OF  " 
IS(N); 

Let's  say  the  user  wants  to  con- 
vert 7  inches  to  centimeters.  He  or 
she  has  chosen  menu-option  num- 
ber 3  in  line  220,  so  N  is  3.  Since  N 
is  not  greater  than  16,  control 
passes  to  line  250.  Line  250  prints  a 


blank  line  and  the  words  QUANTI- 
TY OF,  followed  by  a  space. 

Recall  that  line  40  reads  in  two 
sets  of  string  arrays:  I$(l)-I$(16),  or 
the  abbreviations  for  English  sys- 
tem units,  and  MS(1)-MS(16),  rep- 
resenting metric  system  units.  We 
now  use  the  number  N  to  index 
these  arrays. 

After  QUANTITY  OF  has 
printed,  the  computer  looks  up 
I$(3),  finds  IN  (for  inches),  and 
prints  it.  Note  carefully  the  semico- 
lon just  after  1${N}.  Next,  line  260 
accepts  the  user's  input  and  calcu- 
lates the  answer; 

260  INPUTQ:A-Q*C(N) 

Because  of  the  semicolon,  the 
prompt  {including  INPUT'S  ques- 
tion mark)  prints  neatly  on  a  single 
line  like  this; 

QUANTITY  OF  IN? 

Q  is  always  the  number  of 
units  to  convert,  whether  they're 
English  or  metric.  In  our  example, 
Q  is  7  and  N  is  3,  When  we  read  the 
data  in  line  40,  the  first  item  in  each 
group  is  a  multiplicadon  constant 
for  converting  English  units  to  met- 
ric. In  this  case,  C{3)  is  2.54.  When 
C(3)  is  multiplied  by  Q,  or  7,  the  an- 
swer (A)  is  17.78. 

"The  next  line  prints  this  answer: 

270  PRINT:PR1NTQ;IS(N)"  -"A; 
M$(N);END 

First  a  blank  line  prints,  then  the 
value  of  Q.  If  a  semicolon  weren't 
used  here,  the  computer  would  at- 
tempt to  look  up  the  value  of  QI$( ), 
which  doesn't  exist.  Be  very  careful 
with  semicolon  placement. 

The  last  paris  of  the  PRINT 
statement  are  an  equal  sign  fol- 
lowed by  the  answer  A  and  M${3), 
or  "CM."  Thus,  the  printed  answer 
line  becomes 
7  IN  =  17.78  CM 

Metric  to  English 

That's  the  easy  part!  The  conver- 
sion from  metric  to  English  is  a  tittle 

COMPUTEIs  Gszem    April  1989    61 


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tougher.  The  last  three  program 
lines,  which  parallel  lines  250-270, 
handle  this: 
280  PRINT;PRtNT"QUANTITY  OF  " 

M$(N-X); 
290  1NPUTQ:A-QM/(C(N~X)) 
300  PR1NT:PR1NTQ;M$(N-X)"  -"A; 

IS(N-X);END 

In  these  lines,  we  calculate  the 
index  to  our  arrays.  This  is  a  very 
important,  useful  concept  in  BASIC 
programming.  Arrays  are  often  ac- 
cessed indirectly — that  is,  from  cal- 
culations rather  than  from  exact 
numbers. 

Again  recall  that  in  line  40,  we 
read  in  16  groups  of  data.  The  first 
item  in  each  group  is  a  constant, 
C().  Thus,  C(l)  is  .0000254  and 
C(16}  is  160934.4.  (See  the  DATA 
statements  below.)  For  the  first  16 
English-to-metric  conversions, 
these  constants  are  used  as  is.  But 
for  metric-to-English  conversions 
(N  =  a  number  in  the  range  17- 
32),  we  need  their  inverses. 

An  inverse  of  a  number  is  the 
number  divided  into  1.  The  inverse 
of  2  is  1/2  or  .5;  the  inverse  of  2.54 
is  about  .3937.  By  using  inverses, 
we  can  neatly  generate  the  other  16 
constants  we  need  to  handle  the 
metric- to-English  conversions. 

Thus,  when  N  is  1  or  17,  C(l)  is 
the  conversion  constant.  The  same 
relationship  exists  for  the  remain- 
ing constants.  (When  N  is  2  or  18, 
the  conversion  constant  is  C(2),  and 
so  on.)  To  determine  the  appropri- 
ate conversion  factor,  all  we  need  to 
do  is  subtract  16  from  N  whenever 
N  exceeds  16. 

In  line  30,  we  defined  the  vari- 
able X  as  16.  Lines  280-300  subtract 
X,  or  16,  from  N  to  index  the  arrays. 

Now,  let's  consider  an  ex- 
ample. Suppose  the  user  wants  to 
convert  10  centimeters  to  inches.  N 
will  be  equal  to  19  from  line  220.  In 
this  case,  line  240  sends  the  pro- 
gram ahead  to  line  280,  Here's 
what  occurs  in  line  280: 

1.  The  cursor  moves  down  one  line. 

2.  QUANTITY  OF  prints. 

3.  X  is  subtracted  from  N  to  give  3. 

4.  The  value  of  M$(3),  or  CM,  prints. 

Line  290  waits  for  the  user  to 
input  Q.  At  this  point,  the  computer 
screen  reads 
QUANTITY  OF  CM? 

The  user  enters  10.  The  com- 
puter performs  the  following: 

1.  Calculates  N— X  again  to  give  3. 

2,  Finds  the  value  of  C(N  -X)  to  tjc  2.54. 


3.  Divides  1  by  2.54  to  get  approximately 
,3937. 

4.  Multiplies  10  {the  value  of  Q)  by  .3937 
to  yield  3.937. 

Thus,  the  value  of  A  is  3.937. 
Line  300 

1.  Prints  a  blank  line. 

2.  Prints  Q  as  10. 

3.  Calculates  N-X  again. 

4.  Prints  CM  again. 

5.  Prints  an  equal  sign, 

6.  Prints  the  value  of  A  as  3.937. 

7.  Calculates  N-X  again. 

8.  Prints  the  value  of  l$(3),  or  IN. 

9.  Ends  the  program. 

The  computer  screen  now  reads 

10  CM  -  3.937  IN 

To  finish  up,  let's  renumber 
our  DATA  statements  in  sequence: 

310  DATA.0000254,IN,KM,.0254,IN,M, 

2.54,1N,CM,2S.4,IN,MM 
320  DATA.0O03048,FT,KM,.O3O48,FT,M, 

30.48,FT,CM,304.8,FT,MM 
330DATA.0009144,YD,KM,.9144,YD,M, 

91.44,YD,CM,914.4,YD,MM 
340DATA1.609344,MI,KM,160.9344,MI,M, 

16O93.44,MI,CM,160934.4,MI,MM 

Testing 

Now,  try  a  few  conversions.  An 
easy  way  to  test  your  program  is  to 
convert  from  one  unit  to  the  other 
and  back  again  with  the  same 
measurement. 

For  instance,  run  the  program 
and  pick  option  4  to  convert  inches 
to  millimeters.  At  the  prompt,  type 
in  1  and  press  RETURN.  The  equiv- 
alent number  of  millimeters  (25,4) 
is  displayed  and  the  program  ends. 

Now,  run  the  program  again 
and  select  option  20  (millimeters  to 
inches).  At  the  prompt,  enter  25.4 
and  the  answer,  1  (inch),  should  ap- 
pear.  If  it  doesn't,  go  back  and 
check  your  typing  carefully,  espe- 
cially the  DATA  statements. 

Next  month  we'll  analyze  why 
some  of  our  answers  aren't  what 
they  appear  to  be.  G 


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Visible  DMslon 


Jim  Butterflsld 

Division  can  be  performed  in  a 
number  of  ways.  Repeated  subtrac- 
tion is  the  simplest  method  and  is 
easy  to  write.  But  the  most  efficient 
technique  is  true  binary  addition — 
and  it's  not  hard  to  understand  if 
you  visualize  it. 

On  early  computers,  division 
by  binary  addition  was  done  from 
hardware.  The  programmer  knew 
how  the  division  worked  by  the  set- 
up the  system  required.  Further- 
more, if  you  couid  get  computer 
time  (which  was  rare,  especially  for 
such  a  "frivolous"  activity),  you 
could  even  single-step  the  hard- 
ware through  this  process. 

An  Overview 

To  see  this  technique  in  action,  let's 
step  through  an  example.  We'll  di- 
vide 235  (the  dividend)  by  10  (the 
divisor).  Remember,  this  takes  place 
in  binary;  the  bits  do  the  job.  Deci- 
mal 235  is  binary  11101011.  We 
would  more  commonly  write  this 
number  as  hexadecimal  $EB  (E  for 
1110;  B  for  1011).  But  this  time,  let's 
use  binary  so  we  can  track  the  bits 
and  see  exactly  what's  happening, 
Now  for  the  visual  side.  We 
place  the  dividend  in  memory  (it's  a 
one-byte,  or  eight-bit,  number)  and 
attach,  at  its  high-order  end,  a  value 
of  0.  This  zero,  called  the  remainder, 
has  as  many  bytes  as  the  divisor. 
(Sometimes,  you  need  more  than 
one  zero  byte  here.)  In  this  case, 
that's  one  byte,  since  the  divisor, 
10,  is  a  one-byte  number.  Here's 
how  it  looks: 


first  shift,  we  have: 


Qoooooao  iiiotoii 


remainder 


dividend 


Let's  shift  the  whole  thing  left 
by  one  bit.  An  ASL  followed  by  an 
ROL  instruction  does  the  job.  We'll 
come  back  here  and  repeat  the  shift 
operation  until  every  bit  of  the  divi- 
dend has  been  moved.  After  the 


0 

0 

0 

0 

0 

0 

0 

1 

1 

1 

0 

I 

0 

1 

1 

0 

You  can  see  how  part  of  the 
dividend  has  moved  into  the  re- 
mainder area.  Go  back  and  repeat 
the  shift.  Watch  to  see  if  the  re- 
mainder becomes  equal  to  10  (our 
divisor)  or  more.  This  happens  after 
three  more  shifts: 


0 

0 

0 

0 

1 

1 

1 

0 

1 

0 

1 

1 

0 

0 

0 

0 

The  remainder  is  now  over  10 
(it's  14,  to  be  exact).  In  this  case, 
subtract  10  from  the  remainder  and 
set  the  low-order  bit  of  the  dividend 
to  1: 


0 

0 

0 

0 

0 

1 

0 

0 

1 

0 

1 

1 

0 

0 

0 

1 

Keep  going.  Note  that  the  bit 
we  set  at  the  bottom  moves  up 
along  with  everything  else.  Two 
more  shifts,  and  the  remainder  ex- 
ceeds 10  again: 


a 

0 

0 

1 

0 

0 

' 

0 

1 

1 

0 

0 

0 

1 

0 

0 

set: 


Repeat  the  subtraction  and  bit- 


0 

0 

0 

0 

1 

° 

0 

0 

1 

1 

0 

0 

° 

1 

0. 

1 

shift: 


It  all  happens  again  on  the  next 


0 

0 

0 

1 

7 

0 

0 

I 

1 

0 

0 

0 

1 

0 

1 

0 

0 

0 

a 

0 

0 

1 

Vi 

1 

1 

0 

0 

0 

1 

iSl 

1 

1 

One  last  shift,  one  last  subtrac- 
tion, and  all  eight  bits  from  the  divi- 
dend have  been  processed: 


0 

0 

0 

0 

1 

1 

1 

1 

0 

0 

0 

0 

0 

1 

0 

1 

0 

0 

0 

1 

0 

: 

1 

0 

0 

0 

[£j 

1 

0 

1 

ii 

1 

We're  finished.  The  memory 
that  originally  he!d  the  dividend 
now  holds  the  quotient.  The  quo- 


tient, in  this  example,  works  out  to 
23.  And  the  remainder  is  5, 

Putting  It  All  Together 

Let's  see.  We  divided  235  by  10  and 
got  a  quotient  of  23  and  a  remain- 
der of  5.  We  did  it  by  looping  eight 
times,  once  for  each  bit  of  the  origi- 
nal dividend.  That's  fast  and  easy. 
Store  the  dividend  (235)  and 
the  divisor  (10)  in  locations  $2081 
(decimal  8321)  and  $2082  (decimal 
8322),  respectively.  Then,  enter  the 
code  below  from  a  monitor: 


2000 
2002 


LDA  #$00 
STA  $2080 


2005    LDX  #$00 


2007 
200A 
200D 
2010 

2013 
2015 
2018 
201B 
201E 
2020 
2023 
2024 
2026 
2028 


ASL  S20SI 
ROL  $2080 
LDA  $2080 
CMP  $2082 


BCC 

SBC 

STA 

LDA 

ORA 

STA 

INX 

CPX 

BCC 

BRK 


$2023 
$2082 
$2080 
$2031 
#$01 
$2081 

#$08 
$2007 


(put  0  in  remainder 

area) 
(counter  for  shift 

loop) 

(do  the  "long'  shiftj 
(is  remainder. . . ) 
( . . .  equal  to/greater 
than  divisor?) 
(no,  skip  next  bit) 
(subtract  divisor) 

(put  one  bit ... ) 
( . . .  into  bottom  . . . ) 
( ...  of  dividend) 
(count  loop) 
(reached  maximum?) 
(no,  do  it  again) 
(STOP ...  or  other 
instruction) 


Execute  the  routine.  At  this 
point,  you  could  examine  the  con- 
tents of  $2080  and  $2081  and  con- 
firm that  they  contain  the  correct 
values  for  remainder  and  quotient. 
You  might  like  to  experiment  to  see 
what  happens  in  unusual  situa- 
tions, such  as  division  by  0, 

I  made  a  brief  reference  above 
to  the  occasional  need  for  an  extra 
remainder  byte,  one  more  than  the 
number  of  bytes  in  the  divisor.  For 
example,  when  dividing  by  a  one- 
byte  number,  when  would  we  need 
to  provide  two  zero  bytes  at  the 
high  end?  A  little  thought  turns  up 
the  answer:  You  need  the  extra  byte 
when  the  high  bit  of  the  divisor  is 
set.  Thus,  if  we  were  dividing  by  128 
or  greater,  we'd  make  extra  room.  6 

COMPUTEfs  GaiettB     April  t989    63 


km 


A  Bit  of  Historv 


Rhett  Attdersan 

Here  at  COMPUTErs  Gazette,  we 
still  get  letters  addressed  to  people 
who  no  longer  work  here.  Although 
many  letters  come  to  Richard 
Mansfield,  Todd  Heimarck,  Kevin 
Mykytyn,  and  Tom  Halfliill,  by  far 
the  greatest  number  conie  to 
Charles  Brannon,  COMPUTEl's 
long-time  program  editor,  who 
wrote  SpeedScript,  "Sprite  Magic,'" 
"UltraFont,"  and  many  other  pro- 
grams and  articles. 

Since  so  many  people  still 
write  to  Charles,  i  thought  1  might 
take  some  time  to  take  a  look  at  the 
history  of  this  column,  which 
Charles  pioneered. 

ExplorinB  the  64 

The  first  issue  of  Gazette  arrived  in 
July  1983.  There  was  no  Horizons 
in  that  issue.  Instead,  there  was  a 
popular  column  written  by  Larry 
Isaacs  called  64  Explorer,  You 
might  think  it  strange  that  the  name 
of  the  64  was  in  the  title,  but  re- 
member that  at  that  time  the  Com- 
modore VIC-20  was  at  least  as 
popular  as  the  64.  A  similar  col- 
umn, VlCreations,  covered  the 
goings-on  in  the  VIC  world.  Al- 
though the  machines  shared  many 
attributes,  the  hardware  was  differ- 
ent enough  so  that  most  programs 
could  not  be  run  on  both  systems. 
This  set  the  stage  for  a  rivalry  be- 
tween the  two  machines. 

In  October  1983  (Vol.  1,  No.  4), 
64  Explorer  moved  to  Gazette's  sis- 
ter magazine,  COMPUTE!.  This 
move  was  made  to  allow  Larry 
Isaacs  to  cover  topics  which  were 
even  more  technical  than  those  he 
had  covered  in  Gazette.  To  take  its 
place,  Horizons:  64  was  created. 
The  new  column  was  pretty  much 
free-ranging.  One  month  it  might 
have  offered  a  technical  discussion 
of  how  the  64's  video  output 
worked.  The  next  month  it  might 

64     COMPUTE'S  Gazetle    April  1989 


have  carried  minireviews  of  soft- 
ware. After  that,  maybe  some  pro- 
gramming tricks  or  hints. 

In  July  1984,  Horizons:  64  be- 
came the  more  aesthetically  pleas- 
ing Horizons  64  on  the  cover  of 
Gazette  and  in  the  table  of  contents, 
although  the  head  of  the  column  it- 
self remained  the  same.  (Oddly, 
October  1984  saw  the  return  of  the 
title  Horizons:  64.) 

Goodbye  VIC,  Hello  126 

The  la.st  VlCreations  appeared  in 
December  1984.  The  following  is- 
sue. Horizons:  64  became  Horizons. 
The  column  became  even  more 
wide-ranging  in  its  new  incarnation. 
In  fact,  the  January  Horizons  cov- 
ered the  VIC,  Plus/4,  Commodore 
16,  and  Commodore  64.  Charles 
said  goodbye  to  the  VIC  and  hello  to 
the  ill-fated  P!us/4  and  16. 

Horizons  typically  filled  from 
two  to  five  pages  of  Gazette  in  1985. 
Increasingly,  Charles  used  Horizons 
as  a  place  to  talk  about  the  latest 
hardware  for  the  64.  He  covered 
digitizers,  voice  synthesizers,  and 
other  hardware. 

Charles  missed  a  column  in 
August  1985  (he  was  engrossed  in  a 
SpeedScript  modification).  In  Sep- 
tember, he  wrote  about  the  128  for 
the  first  time.  In  October,  Horizons 
went  down  to  one  page— visually, 
it  was  very  similar  to  the  column 
you're  reading  now.  The  content 
still  alternated  between  discussions 
of  programming  and  close  looks  at 
new  hardware. 

In  March  and  April  1986,  there 
was  no  Horizons.  Charles  began 
writing  the  AmigaView  column  in 
COMPUTE!.  Charles  wrote  his  final 
Horizons  in  May.  Assistant  editor 
Todd  Heimarck  took  over  in  June 
1986  and  kept  the  column  even 
after  becoming  assistant  editor  of 
COMPUTE!'s  now-defunct /Iffln  ST 
Disk  &  Magazine.  Charles  left  COM- 
PUTE! in  July,  just  a  few  weeks 


before  I  started  working  here. 

Besides  his  work  on  Horizons, 
Todd  also  remained  responsible  for 
Feedback  until  he  left  COMPUTE!, 
Technical  editor  Patrick  Parrish 
currently  has  the  honor  of  compil- 
ing and  editing  Feedback,  Gazette's 
most  popular  column. 

Computer  Journalism 

When  Todd  took  over  Horizons,  it 
changed.  Todd,  well-versed  in  the 
technical  details  of  the  64  and  128, 
covered  the  technical  details  of  the 
machines  in  the  column,  but  he  ap- 
proached Horizons  from  a  new  an- 
gle. Little  by  little,  it  became  a  home 
for  essays  about  Commodore 
computers. 

Todd's  last  Horizons  column 
was  published  in  July  1988.  When 
Todd  left,  there  was  the  expected 
minor  battle  over  who  would  take 
over  the  column.  Would  it  be  me,  or 
would  it  be  Randy  Thompson?  In 
the  interest  of  harmony,  I  suggested 
that  we  transform  Hints  &  Tips  into 
a  programming  column  for  Randy, 
Randy  wanted  to  call  the  new  col- 
umn Voodoo,  but  cooler  heads  pre- 
vailed (actually,  editor  Lance  Elko's 
cooler  head),  and  The  Program- 
mer's Page  was  born. 

To  keep  The  Programmer's 
Page  and  Horizons  from  duplicat- 
ing each  other,  I  pledged  to  write 
essays  of  general  interest  and  leave 
the  programming  to  Randy, 

Randy  likes  to  point  out  that  in 
reader  surveys.  The  Programmer's 
Page  shows  a  slight  edge  in  popu- 
larity over  Horizons.  It  seems  I  won 
the  battle,  but  lost  the  war. 

Where  Are  They  Now? 

Charies  Brannon  left  COMPUTE! 
for  a  programming  design  job  at 
Epyx.  He  is  currently  working  for 
his  family's  business,  writing  ac- 
counting soft^vare.  Todd  Heimarck 
left  for  a  job  at  Microsoft.  He  writes 
and  edits  software  manuals,  G 


jTivRmoiK 


What's  to  Say  About  Comnmers? 


Fred  O'lgnazlo 

1  was  brushing  my  teeth  this  morn- 
ing, looking  in  the  mirror  and  won- 
dering how  many  times  I  had  stuck 
a  toothbrush  in  my  mouth  since  I 
was  a  kid.  As  I  scrubbed,  I  was  kind 
of  analyzing  why  I  was  so  good 
about  remembering  to  brush  my 
teeth  each  day.  Maybe  it  was  be- 
cause my  mother  dragged  me  into 
the  bathroom  every  morning  and 
night  when  habits  get  "wired  in." 

Then  I  decided:  The  real  rea- 
son I  brush  my  teeth  is  because  my 
mouth  tastes  so  good  when  I'm  done. 

This  thought  made  me  wonder 
why  I  do  a  lot  of  things.  Why  do  1 
eat?  Why  do  1  risk  my  life  jogging 
on  Michigan's  snow-covered  roads? 
Why  do  I  write  this  column  each 
month?  On  the  surface,  it's  easy  to 
answer  those  questions.  I  eat  to  stay 
alive,  1  run  to  keep  my  blood  pres- 
sure down,  and  1  do  my  work  be- 
cause 1  have  to  pay  for  diaper  bills 
next  month  when  my  new  baby 
blows  into  town. 

Labor  of  Love 

Underneath  these  lovely  rational 
reasons  is  a  truer,  more  honest  an- 
swer: I  do  these  things  just  for  the 
joy  of  doing  them,  1  don't  do  them 
for  some  payoff  down  the  road.  I  do 
them  because  they  give  me  plea- 
sure right  at  this  moment. 

The  same  is  true  for  comput- 
ing. I  spend  90  percent  of  my  time 
trying  to  justify  computers — to  my- 
self and  other  people — in  terms  of 
their  practicality.  But  1  am  not  a 
practical  man.  {Just  ask  my  father.)  I 
wouldn't  touch  computers  if  the 
only  thing  they  did  was  get  my  life 
more  organized  or  help  me  pay  my 
bills  on  time.  What  draws  me  to 
them  is  their  charm,  their  charisma, 
their  . . .  lovableness. 

Sure  1  use  computers  to  do 
work.  Don't  you?  Doesn't  every- 
body who  uses  a  computer  at  all? 
But  it's  not  the  work  that  brings  me 


back.  There  is  something  indescrib- 
ably delicious  about  the  way  it  feels 
to  work  with  computers.  That's  the 
hook.  And  whatever  it  is,  it  grabs 
me  again  and  again. 

No  More  Explanations 

I  was  home  over  the  holidays  with 
my  folks  in  Pennsylvania.  We  al- 
ways go  home  and  stay  with  my 
wife's  family  for  a  week  and  with 
my  family  for  a  week.  While  we're 
there,  we  catch  seven  different 
kinds  of  flu,  we  stay  up  talking  all 
night  until  we're  completely  run 
down,  and  we  spend  every  waking 
moment  stuffing  our  faces.  All  in 
all,  it's  a  fabulous  time. 

This  year,  just  as  he  does  every 
year,  my  dad  asked  me  how  I  was 
doing  in  my  career  in  computers. 
Years  ago,  when  I  was  young  and 
chipper,  I  used  to  sit  down  with 
Dad  and  earnestly  describe  my  lat- 
est projects.  But  now  I  don't  even 
try,  because  Dad  already  knows 
what  i  do:  I  work  with  computers. 
And,  to  Dad,  computers  are  com- 
puters. Computers  send  you  your 
monthly  credit  card  bills.  Comput- 
ers book  your  flights  to  CanciJm, 
Nassau,  and  Newark.  Dad  knows 
what  computers  look  like  because 
he  watches  TV.  They're  grayish 
sorts  of  machines  with  cathode  ray 
tubes  which  display  symbols  of  the 
Greek  alphabet.  They  have  whirl- 
ing tape  drives  and  printers  which 
spew  out  accountants'  ledgers  and 
Reader's  Digest  sweepstake  ads.  So 
why  should  1  spend  time  telling 
Dad  about  what  1  did  this  year? 
What's  to  say  about  computers? 

And  yet  I  want  to  say  some- 
thing. I  want  to  tell  my  dad  that  my 
computers  are  not  the  same  as  his 
computers.  1  want  to  tell  him  how 
they've  changed  during  the  last  ten 
years.  There  are  now  two  kinds  of 
computers  in  the  world — the  big 
guys  and  the  little  guys.  The  big 
guys  are  much  as  my  father  has 


imagined.  But  the  little  guys? 

Just  think.  Dad,  you  know  that 
giant  computer  you  picture  in  your 
mind?  It  has  shrunk  to  where  it  can 
fit  on  top  of  my  desk.  And  it's  ten 
times  as  fast  as  you  think  it  is.  And 
it  has  made  my  house  different 
from  your  house,  my  life  different 
from  yours.  It's  changing  the  way  I 
write,  the  way  my  children  learn, 
the  way  my  family  plays,  and  the 
way  we  think  of  informadon,  cul- 
ture, and  knowledge.  It's  a  personal 
computer,  not  a  data  processing  de- 
vice; it's  a  roadway  into  a  new 
world  of  electronic  possibilities, 

Dad,  I  know  you  picture  me 
each  day,  working  like  a  computer 
technician  in  pinstripes,  writing 
programs  and  carrying  around  reels 
of  tape  and  punch  cards.  But  that 
was  me  ten  years  ago.  These  days 
I'm  wearing  slippers,  sipping  tea  as 
I  sit  at  my  desk  in  corduroys,  flan- 
nel shirt,  and  suspenders. 

You  see  me  working  alone,  a 
solitary  hermit.  But  thanks  to  my 
computer,  I  feel  like  I'm  in  Grand 
Central  Station.  I  have  my  com- 
puter plugged  into  my  phone,  and  I 
send  and  receive  notes  from  family, 
friends,  and  business  associates  at 
all  hours,  day  or  night,  I  shop,  read 
news,  and  buy  airplane  tickets — all 
while  I  sit  at  my  computer.  I  play 
games  long-distance  with  people 
I've  never  met,  1  can  fax  complete 
documents  into  anyone's  office, 
complete  with  my  letterhead  and 
graphics.  My  son  sits  at  my  com- 
puter and  "plays"  classical  music. 
My  daughter  travels  around  the 
world  chasing  a  thief  named  Car- 
men. The  computer  is  our  bulletin 
board,  typewriter,  game  machine, 
and  piano.  It's  our  telephone,  post 
office,  and  travel  bureau, 

I  want  to  tell  my  dad  all  these 
things.  But  usually  1  just  smile  kind 
of  Mona  Lisa-style  and  say,  "You 
know  computers.  Dad.  What's  to 
say  about  computers?"  G 

COMPUTE'S  GazBtre     April  1989    65 


THE 


psjnhim 


File  Convener 


Jim  Tubbs 

GEOS  programmers  can  easily 
convert  their  files  to  GEOS  format 
using  this  time-saving  utility. 
"File  Converter"  takes  a  standard 
Commodore  file  and  attaches  the 
header  block  and  directory  infor- 
mation that  GEOS  requires. 

Unless  you  own  Berkeley  Soft- 
works'  geoProgrammer,  the  only  way 
you  can  create  a  GEOS  file  is  to  use  a 
conversion  program  such  as  Gazette's 
"GeoConverter,"  And,  as  any  GEOS 
programmer  knows,  porting  a  simple 
application  from  assembly  language 
to  GEOS  without  geoAssembler  is  a 
time-consuming  process. 

You  must  assemble  your 
source  code  to  disk,  load  and  run 
the  conversion  program,  boot 
GEOS,  and  then  test  your  program. 
If  it  crashes  (as  mine  often  does), 
then  you  must  reload  your  assem- 
bler, reassemble  your  program,  re- 
boot the  conversion  program,  reboot 
GEOS  . . .  well,  you  get  the  idea. 

Using  "File  Converter,"  you  can 
convert  non-GEOS  files  to  GEOS 
format  simply  by  double-clicking  the 
File  Converter  icon  and  answering  a 
few  simple  questions — all  from 
vdthin  the  GEOS  environment. 

Typing  It  In 

Like  all  true  GEOS  applications. 
File  Converter  is  written  in  machine 
language.  Type  it  in  with  "MLX," 
the  machine  language  entry  pro- 
gram found  elsewhere  in  this  issue. 
(Commodore  128  owners  must  use 
64  mode  when  typing  in  this  pro- 
gram.) When  MLX  prompts  you,  re- 
spond with  the  values  given  below. 

Starting  address:     1S03 
Ending  addiess:       1F9A 

Type  in  the  data  for  Program  1 . 
After  you've  finished  typing,  save 
two  copies  to  a  GEOS  work  disk — 
one  with  the  name  CONVERTER 
.ML  and  the  other  with  the  name 

66    COMPUTErs  GaiettB     April  1989 


FILE  CONVERTER.  One  of  these 
files  will  be  converted  with  Geo- 
Converter; the  other  will  remain  in 
MLX  format. 

Now  type  in  Program  2,  "Geo- 
Converter." {Again,  128  owners 
must  use  64  mode.)  Use  "The  Auto- 
matic Proofreader,"  found  else- 
where in  this  issue,  when  you  enter 
this  program.  GeoConverter  is  used 
to  make  File  Converter  into  a  GEOS 
file  (you  can't  use  File  Converter  to 
convert  itself).  Save  a  copy  of  Geo- 
Converter to  your  GEOS  work  disk. 

Now,  run  Program  2.  You'll  be 
prompted  for  a  filename.  Type  FILE 
CONVERTER.  GeoConverter  con- 
verts your  file  into  a  GEOS  file. 

Conversion  Time 

To  activate  File  Converter,  boot 
GEOS  and  double-click  the  pro- 
gram's icon.  When  File  Converter 
appears  on  the  screen,  type  the 
name  of  the  file  you  wish  to  load. 
Typed  letters  appear  in  the  pro- 
gram's filename  box.  Don't  let  the 
absence  of  a  cursor  here  concern 
you.  If  you  make  a  typing  mistake, 
simply  press  the  DELete  key  and 
try  again. 

If  you  click  the  filename  box, 
the  computer  will  ask  you  for  the 
name  of  the  program's  author.  If 
you're  creating  a  GEOS  data  file, 
you  can  enter  the  name  of  the  parent 
application's  disk  instead.  Press  RE- 
TURN to  go  back  to  filename  mode. 

When  the  filename  {and,  op- 
tionally, the  author/application 
disk  name)  is  entered,  insert  the 
disk  that  contains  the  file  that 
you're  about  to  convert  and  then 
press  RETURN.  Your  file  is  loaded 
into  memory  and  certain  file  infor- 
mation is  displayed  onscreen.  You 
don't  have  to  know  or  understand 
this  informarion;  it's  provided  for 
your  convenience. 

Before  you  can  save  the  convert- 
ed file,  you  must  specify  a  file  type. 
To  do  so,  simply  click  on  the  appro- 


priate box:  BASIC,  ASSEMBLY, 
DATA,  SYSTEM,  ACCES.,  APPLIC, 
AUTO-EXE,  FONT,  PRINTER,  IN- 
PUT, DISK  DEV.,  and  SYS-BOOT. 

The  first  three  options — 
BASIC,  ASSEMBLY  and  DATA— 
attach  a  header  block  to  files  that 
are  designed  to  operate  indepen- 
dently of  GEOS.  This  header  block 
is  useful  in  providing  GEOS  with 
additional  file  information.  Such  a 
file  can  still  be  loaded  and  executed 
under  the  normal  64  operating  sys- 
tem. The  remaining  options  are  for 
GEOS-specific  files  only. 

When  you're  satisfied  with  your 
choice,  select  the  SAVE  icon.  File 
Converter  saves  the  converted  file 
and  returns  you  to  the  program.  Se- 
lect CANCEL  to  exit  to  the  deskTop. 

Additionai  Features 

If  you  like,  you  may  load  a  file  from 
one  disk  and  then  save  it  to  anoth- 
er. After  you  select  a  file  type,  click 
DISK  to  change  the  disk  in  the  cur- 
rent drive  or  click  DRIVE  to  change 
the  current  disk  drive  (assuming 
you  have  more  than  one  drive  con- 
nected to  your  system).  Click  SAVE 
to  save  the  file  to  the  new  disk. 

Saving  a  file  under  a  different 
filename  is  easy,  too.  Just  before  you 
select  a  file  type,  press  the  DELete 
key  and  change  the  filename.  Do  not 
press  RETURN;  if  you  press  RE- 
TURN, File  Converter  will  attempt 
to  load  another  file.  Now,  select  a 
file  type  and  click  on  SAVE.  Your 
converted  file  is  now  saved  to  disk 
using  the  name  you've  just  entered. 
See  program  listings  on  page  74.    & 


Gomlns  Next  Month— 

A  first  look  at  a  major  upgrade: 
GEOS  128— Version  2.0. 


D 

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90 

22 

CBA8:02 

8E 

90 

0Z 

B9 

ED 

CE 

99 

03 

CE50 

:A5 

99 

10 

D5 

68 

68 

A2 

05 

73 

CIDB : AA 

20 

88 

C2 

20 

CC 

FF 

60 

83 

CBB0:00 

03 

88 

10 

F7 

58 

A9 

4F 

DE 

CE58 

:4C 

37 

A4 

A9 

0F 

AS 

A2 

08 

81 

C1D8: A0 

02 

Bl 

FB 

Dl 

FD 

D0 

0A 

55 

CBB8:20 

D2 

FF 

A9 

46 

20 

D2 

FF 

98 

0E6Q 

:20 

BA 

FF 

A9 

00 

20 

BD 

FF 

53 

C1E0;C8 

Bl 

FB 

Dl 

FD 

D0 

03 

A9 

B4 

CBC0:20 

D2 

FF 

A9 

AS 

48 

A9 

F4 

4E 

CE6B 

:4C 

00 

FF 

24 

3A 

55 

3D 

55 

95 

C1E8:32 

60 

A0 

03 

Bl 

FB 

Dl 

FD 

E8 

CBC8:48 

A9 

ED 

48 

A9 

8B 

A2 

F5 

E7 

CE70 

:0D 

00 

12 

50 

52 

4F 

47 

20 

90 

C1F0:F0 

0D 

Bl 

FB 

38 

Fl 

FD 

B0 

5C 

CBD0:A0 

E3 

8D 

09 

93 

8C 

01 

03 

B2 

CE7  8 

:4C 

45 

4E 

47 

54 

48 

20 

2A 

F9 

C1F8:03 

A9 

01 

60 

A9 

03 

60 

A0 

49 

CBD8:68 

8D 

32 

93 

68 

BD 

31 

03 

SO 

CEBa 

!20 

42 

4G 

4F 

43 

4B 

53 

20 

4B 

C20fl:02 

Bl 

FB 

33 

Fl 

FD 

B0 

F4 

D3 

CBE0:6S 

8D 

30 

93 

8E 

33 

03 

A9 

37 

CE8B 

:53 

41 

56 

4S 

44 

20 

2A 

20 

56 

C208:4C 

F9 

CI 

AD 

97 

C3 

C9 

50 

F4 

CBE8:00 

8D 

90 

02 

4C 

IF 

CE 

AD 

2E 

CE90 

:42 

4C 

4F 

43 

4B 

53 

20 

46 

AE 

C219:D0 

04 

20 

C9 

CI 

60 

20 

88 

F7 

CaF0:00 

0  2 

CE 

00 

02 

C9 

49 

D9 

6B 

CE98 

:52 

45 

45 

0D 

00 

00 

00 

12 

8A 

C218:C2 

20 

5F 

CI 

20 

5F 

Cl 

60 

71 

CBFB!Z3 

20 

42 

CE 

20 

5B 

CE 

A2 

0E 

CEA0 

:2A 

20 

42 

40 

4F 

43 

4B 

53 

09 

COMPUTEI'S  Qaime     April  1989     67 


CEA8t20  4C  4F  41  44  45  44  20  47 

CEB0:28  56  45  52  49  46  49  45  01. 

CEB8:44  29  20  2A  0D  OD  00  41  47 

CEC0:2E  43  2E  53  2E  00  00  00  F3 


Sprite  Fader 

See  instructions  in  article  on  page 
50  before  ti/ping  in. 

Program  1:  sprite  Fader 


U00: 
1308: 
1310: 
1318! 
1320: 
U28: 
1330: 
1338: 
1340: 
1348: 
1350: 
1358: 
1369: 
1368: 
1370: 
1378: 
1389: 
1388: 
1390: 
1398: 
13A0: 
13fVB: 
13Ba: 
13D8: 
13C0: 
13C8: 
1309: 
13D8: 
13E0: 
13E8; 
13F0: 
13F8: 
1400: 
1408: 
1410: 
1418: 
1420: 
1428: 
1430: 
1438: 
1440; 
1448: 
1450: 
1458; 
1460: 
1468: 
1470: 
1478: 
1480: 
14S8: 
1490: 
1498: 
14A0: 
14A8: 
14B0: 
14B8: 
14C0: 
14C8: 
14D0: 
14  0  8: 
14K0: 
14ES: 
14F0: 
14F8: 
1500: 
1508: 
1510: 
1518: 
1520: 
1528: 
1530: 


4C  06 
15  BE 
00  8D 
0E  85 
D0  F9 
90  Fl 
D0  88 
D0  A9 
15  C9 
E7  15 
FF  8D 
D0  4C 
F0  03 
00  BD 
17  D0 

0  0  AD 
C8  C0 
FA  A2 
15  99 
6D  E7 
E6  FA 
15  8D 
E8  15 
D5  60 
81  3D 
15  3D 
99  00 
03  20 
ftS  4A 
A0-00 
fi9  FD 
FB  C8 
FF  85 
aE  6C 
AC  E9 
74  FF 
15  48 
85  PE 
FE  18 
0A  99 

01  8D 
A9  15 
15  C8 
A0  00 
EA  15 
3E  EA 
AC  E9 
00  8D 
E0  15 
AD  DE 
15  90 
15  C9 
AC  E0 
00  8C 

69  01 

70  A9 
.15  85 

FC  C8 
FD  A5 
AC  DB 
FB  3D 
FD  8D 
8C  DD 
15  AD 
E2  15 
CD  E2 
F0  03 
ED  D9 
15  2D 
FB  4C 
D9  15 


13  4C 
E5  15 
18  D4 
FC  A9 
E6  FC 
A5  Fl 

10  FA 
00  8D 

02  B0 
ftO  E4 
17  D0 
77  13 
A0  00 
00  FF 
A9  38 
E6  15 

11  90 
00  8E 
D6  11 
IS  8D 
A  5  FA 
E3  15 
8D  E6 
A9  FF 

12  D4 
EB  15 
17  C3 
EF  77 

3  5  FE 
20  74 
A2  01 
A2  91 
FC  A5 
09  03 
15  A9 
20  5C 
A9  00 
68  13 
OA  90 
92  E6 
00  FF 
8D  63 
8C  EB 
8C  EA 
90  C2 
15  C8 
15  Ci 
00  FF 
BD  DE 
15  18 
03  EE 
07  90 
15  C0 
E0  15 
80  DB 
00  8D 
FB  C8 
8C  E0 
FC  13 
15  B9 
DA  15 
El  15 
15  B9 
Oft  15 
AD  El 
15  F0 
4C  2C 
15  8D 
D9  IS 
88  14 
4C  24 


BA  13 
8C  E4 
8  5  FD 
00  91 
A  5  FC 
A0  07 
A9  FF 
00  FF 
17  A9 
15  F0 
A9  00 
A2  FF 
2C  A8 
8E  ID 
fiD  E7 
99  D7 
F7  A0 
E6  11 
C8  C8 
E5  15 
F0  0F 
AD  E6 
11  C0 
80  0F 
A9  00 
AS  99 
00  F7 
A5  49 
A9  FD 
FF  8  5 
20  74 
A  9  FD 
FA  D0 
C9  15 
FB  A2 
15  ca 
8  5  FD 
0A  90 
02  E6 

FE  as 

AC  EB 

14  ca 

15  BO 
IS  Bl 
17  E8 
C0  m 

FA  D0 

an  DB 

15  8D 

69  01 

DF  15 

93  4C 

10  90 

AD  DB 

15  C9 

DB  IS 

B9  79 

15  AS 

69  08 

89  15 

3C  DC 

20  35 

71  15 

20  D9 

15  2D 

30  2D 

15  A9 

D9  15 

AC  DC 

AD  OA 

15  AO 


19 
36 

91 


62 
10 


8D  S6 
15  A9 
A3  A9 
FB  C8  E7 
C9  10  9E 
99  27 
80  15 
AD  E4  4A 
18  8D  CB 
02  A9  CS 
8D  ID  4F 
C9  03  C5 
FF  A9  61 
00  8C  09 
15  A0  6  5 
11  C8  4F 
00  84  20 
AD  E5  7A 
E8  18  E6 
99  02  91 
OB 


BD  71 

11  0D 


6  3 

90  EC 


15 

13 
B9  79 


97 

18  80 

90  CD 

7C 

15  85  44 
FB  8  5  FD 
85  FE  F7 
A8  Bl  30 
15  Bl  CA 
15  A3  A9 
8D  D9  E9 
15  8D  4C 
D9  15  OA 
El  15  92 
FF  38  47 
AD  DA  3  4 
15  91  41 
15  0D  C5 
IB  D4  C2 


1538 

C9 

08 

B0 

F9 

60 

AD 

DA 

15 

83 

GA 

390 

1540 

CD 

El 

15 

D0 

03 

4C 

38 

14 

E7 

CB 

310 

1548 

AC 

DD 

15 

C8 

C9 

08 

90 

02 

BB 

1550 

A0 

00 

8C 

DD 

15 

B9 

71 

IS 

CI 

EG 

320 

1558 

4C 

F6 

14 

60 

48 

29 

30 

8D 

64 

1560 

E3 

15 

68 

29 

3F 

48 

AD 

EB 

43 

FF 

330 

1563 

15 

F0 

04 

68 

09 

40 

69 

68 

D2 

1S70 

69 

01 

02 

Q4 

08 

10 

20 

49 

8C 

CH 

340 

157  8 

30 

90 

BE 

40 

0E 

80 

0E 

C0 

F7 

KR 

350 

1530 

0E 

00 

0F 

40 

OF 

80 

0F 

ca 

FO 

ME 

360 

isaa 

0F 

09 

02 

17 

07 

15 

0B 

00 

00 

KK 

370 

1590 

13 

03 

10 

11 

01 

05 

12 

0F 

67 

XP 

330 

1598 

0E 

04 

14 

06 

0D 

0C 

08 

0A 

60 

15AH 

16 

FF 

FE 

FC 

F8 

F0 

E0 

C0 

93 

AK 

390 

15A8 

80 

00 

16 

01 

16 

02 

16 

40 

0B 

JS 

409 

15B0 

16 

41 

16 

42 

16 

89 

16 

81 

7D 

15B8 

16 

82 

16 

C0 

16 

CI 

16 

C2 

04 

DP 

410 

15C0 

16 

00 

17 

01 

17 

92 

17 

40 

13 

GS 
JF 

420 
430 

15C8 

17 

41 

17 

42 

17 

89 

17 

31 

40 

15D0 

17 

82 

17 

C0 

17 

CI 

17 

C2 

C6 

15DB 

17 

00 

00 

00 

00 

09 

00 

00 

8E 

PP 

440 

SO 

GX 

EK 
DM 
KR 


SB 
69 

70 
80 
90 


10 

04  A9  13 
80  E9  EC 

00  16  6D 
20  30  5A 
85  FD  59 
A2  01  98 
FA  C8  7F 
FF  85  28 
20  74  AO 

05  A2  4B 
B0  F7  8E   QK  100 

01  20  02 
8C  E9  13 
A9  D0  62 

02  E6  DE 
FE  18  E9 
FD  A9  EB 
15  B9  45 
D9  A9  53 
64  14  41 
FD  AE  2B 
Ee  E8  3A 
90  ED  F6 
99  A9  50 
15  8D  97 
DF  15  Bl 
80  DE  AC 
AD  DF  4  5 
5B  IS  BC 
17  AO 


Program  2:  sprite  Fader  Oemo 

FH    10    REM   COPYRIGHT    1989    COMPU 

TEl    PUBLICATIONS,     INC.    - 
ALL    RIGHTS    RESERVED 
SR    20    BANKlS:IFPBEK(4a64)  076T 

HENBLOAD "FADER. ML" 
AP    30    COLOR0,1:COLOR4,1:PRINT" 

{CLR)lyELH3    SPACES}COPV 

RIGHT    1989    COMPUTE!    PUB. 

,     IHC.":PRINTTAD(11) "ALL 

RIGHTS    RESERVED":SLEEP2 

RS    40    PRIMT"{CLR} {CYN} {3    DOWN) 

{3    RIGHTlCOMPUTE'S    GA2BT 

TE":PRINT"{3    RIGHT)PRESE 

NTS.  ..m" 

SVS4864,140,80,3 

F0RI=lTO6:READA$:SyS4867 

,  ,  ,  ,  ,R5;NEXT 

SCNCLR 

A$="    ":SYS4867, , , , ,A$ 

PRINT"  tCLRHB>i  DOWN) 

{RIGHTJFOUR   TEXT   SIZES.. 
II 

TXS="THIS    IS    SIZE":TB(0 

)=110:TB(lj=110:TB(2)=7 

0:TB(3)=70 

FORr=0TO3:SYS4864rl40,T 

Btl) ,1: AS=TXS+STR$[I) :S 

VS4B67,,,,,A$ 

SLEEP1:A$="  ":S¥S4867,, 

, , ,a?:next 
print"{clr)" 

A$="  ":SYS4867,, , , ,A5 

PRINT" {CLR) (DOWN) 

{RIGHT) AND    AN   ARRAY    OF 

isPACE}COLORS!" 

FORI=1T0  5:POKE341,I:SYS 

4 8 64, 130, 80, 2 :AS= "COLOR 

FUL   TEXT":SyS4867, ,, , rA 

5 

AS'"    ";Sys4867, ,, , ,AS:N 

EXT 

PR I  NT "{CLR) {DOWN)(CYN)A 

ND    MOVEMENT    T00  1i2K' 
SP   190    SyS4864,lS0,0,3 
QK    200    A$="M0V1HG    TITLES    ARE    E 

ASYl" 
XS    219    F0HI=1T08:M0VSPRI, 270*3 

:NEXT 
MQ    220    SyS4867, , , , ,AS 
GS    230    GOSUB440 
HP    240    AS="ftHD    MAY    RE    CHANGED" 

:SYS4867,, ,, ,AS 
XB    250    GOSUB440 
AS    260    A3="WHILE    TEXT    IS    MOVIN 

Gt":SYS4367, , , , ,AS 
HD    270    GQSUB440 
JG    230    AS="    ":SYS4867,,, , ,A5 
XD    299    FORI=lTO8:MOVSPRI,0#0:N 

EXT 


SB  110 


FP  120 

CH  130 

QX  140 

CB  150 


RE  160 


DJ  170 
JS  18  0 


SYS4864, 240, 110,0 
FORI=1TO8:MOVSPRI,0#1:N 

EXT 

PRINT" {CLR} (DOWN) VERT IC 
AL  MOVEMENT  TOO!" 
FORI=1T02:AS="FADING  IN 

AND  OUT!" 
SYS4867, , , , ,A5 
AS  =  "  " 

SYS4367, ,, , ,A$ 
NEXT 

PRINT" {CLR]": FORI =1T08! 
MOVSPRI,9#0:NEXT 
SYS4B64, 149, 88,0 
ft$="PRESS  ANY  KEY  TO  RE 
START" 

SY34867, , , , ,AS 
A$="  ";SYS4867, , , , ,AS 
GETAS:IFA$=""THEN409:EL 
SERUN 

WINDOW0,23,39,24,1:PRIN 
TTAB[3) "{YEL)PRESS    ANY 
(SPACE} KEY    TO    CONTINUE" 


XM  450  GETKEYAS!PRINT"(CLR)"; : 

WINDOW0, 0,39,24: RETURN 
RS  460  DATA  "SPRITE  FADER" 
RR  470  DATA  "  THE  SUPER" 
SS  480  DATA  "{2  SPACES } ALL-ML" 
BQ  490  DATA  "{2  SPACES }UT ILITY 


CG  500 


RP  510 


DATA 

R" 

DATA 


"12  SPACES) FOR  YOU 


"COMMODORE  128! 


Power  BASIC:  italics 

Article  on  page  45. 

Program  1:  italics— 64  version 


EM  10 


EC 

20 

SK 

30 

EJ 

40 

GP 

50 

FS 

60 

PP 

70 

RF 

80 

JE 

90 

XJ 

10 

HF 

11 

JX 

12 

QR 

13 

QE 

14 

AB 

15 

DG 

16 

BJ 

17 

JP 

18 

AS 

19 

AC 

20 

EF 

21 

EM 

22 

REM  COPYRIGHT  1989  COMPU 
TEl  PUBLICATIONS,  INC.  - 

ALL  RIGHTS  RESERVED. 
POKE53280,14:POKE532B1,6 
Sa  =  B32:IS=>52:IE  =  252 
T=SA:CK=0 

READA;IF  A=-1  THEN  70 
POKE  T,A:T=T+1:CK=CK+A:G 
OT059 

IF  CKO11204  THEN  PRINT" 
ERROR  IN  DATA":END 
T  =  SA  +  35:H  =  INT (T/256)  :L=T 
-H*256 

POKE  SA+24,L!POKESA+29,H 
0  POKE  SA+63,IE:POKE  SA+1 

2,IS:P0KE  SA+78,IS 
0  SYS  SA:PRINT"{CLR)<7>C0 

PYRIGHT  1939" 
0  PRINT"C0MPUTE !  PUBLICAT 
IONS,  INC."!PRINT"ALL  R 
IGHTS  RESERVED." 
0  DATA  120,169,127,141,13 

,220,169,1,141,26 
0  DATA  208,169,52,133,176 

,141,18,203,169,27 
0  DATA  141,17,208,169,99, 

141,20,3,169,3 
0  DATA  141,21,3,88,96,169 

,1,141,25,203 
0  DATA  173,22,208,201,201 

,208,7,169,204,141 
9  DATA  22,208,208,3,206,2 

2,208,16  5,17  6,2  4 
0  DATA  105,2,201,252,176, 

11,13  3,176,141,18 
0  DATA  208,104,168,104,17 

0,104,64,169,52,133 
0  DATA  176,141,18,208,169 

,204,141,22,208,76 
0  DATA  49,234,-1 


68     COMPUTEfs  Gazette     April  1989 


BE 

2fl 

KK 

30 

EJ 

40 

GP 

50 

FS 

60 

F« 

70 

RF 

80 

JE 

90 

SG 

100 

XE 

110 

Program  2:  itaiics-izs  Version 

HJ  10  REM  COPYRIGHT  1989  COMPU 
TEl  PUBLICATIONS,  INC. 
{2  SPACES)ALL  RIGHTS  RES 
ERVED, 

POKE53281,ll!POKE53280,l 
3 

BAN!C15:SA"4864!IS  =  53:IE  = 
250 

T=SA:CK=0 

READA:IFfl=-l   THEN    70 
POKE    T,A;T=T+I:CK=CK+A:G 
OTO50 

IF    CKO14230   THEN    PRINT" 
ERROR    IN    DATA"!END 
T=SA+3  5:H"INT(T/256) :L°T 
-H*256 

POKE    SA+24,L:POKE    SA-H9, 
H 
POKE    SA+S1,IE:P0KE    SA+9 
6,IS:P0KE    SA+12,IS 
SYS    Sfi:PRINT"{CLR)(6>C0 
PYRIGHT    1989":PRINT"C0M 
PUTE    PUBLICATIONS,     INC. 
":PRINT"ALL    RIGHTS    RESE 
RVED," 
JO    120    DATA    120,169,127,141,13 

,220,169,1,141,26 
BE    130    DATA    208,169,53,133,176 

,141,18,208,169,27 
QJ    140   DATA    141,17,208,169,35, 

141,20,3,169,19 
HC    150    DATA    141,21,3,88,96,216 

,169,1,141,25 
EF    160    DATA    208,173,22,208,133 

,177,201,200,208,6 
BD    170    DATA    169,201,133,177,20 

a, 2, 193, 177, 173, 18 
SR    180    DATA   208,197,176,240,24 

9,160,7,136,208,253 
FG    190    DATA    165,177,141,22,208 

,165,176,24,135,4 
JQ    200   DATA    201,250,176,11,133 

,176,141,18,208,141 
MA    210    DATA    52,10,76,51,255,16 

9,53,133,176,141 
JP    220   DATA    18,208,169,201,141 
,22,208,76,101,250,-1 


BASIC  10 

See  instructions  in  article  on  page 
46  before  typing  in. 


0901: 

0809: 

0811 

0B19: 

0821 

0829: 

0331 

0839: 

0341; 

0849: 

0351: 

0359: 

0861: 

0369: 

0371: 

0879: 

0881; 

0889; 

0391: 

0399; 

08ftl; 

08A9; 

08B1; 


0C  08  C5 
37  34  00 
A4  31  99 
9A  A9  00 
58  A9  A0 
5B  85  59 
85  5F  A9 
85  5a  A9 
85  S3  A9 
A3  A9  99 
E3  A9  4C 
B5  8D  43 
FC  DC  EA 
75  A8  A9 
9C  BD  22 
A0  A9  D6 
BD  25  A0 
A9  9B  8D 
44  Bl  A9 
9E  3D  C5 
B5  A9  A8 
8D  0D  B2 
A9  9A  80 


07  9E 
00  00 
47  9A 
85  5F 
85  60 
20  BE 
09  85 
0E  85 
9F  35 
BD  3  4 
3D  A5 
Bl  30 
EA  SA 
0B  80 
A0  A9 
8D  24 
A9  CD 
ft7  B0 
9C  8D 
B5  A9 
3D  0C 
A9  FD 
FE  BC 


20  32 
E0  9A 
FD  99 
85  5A 
A9  C0 
A3  A9 
60  A9 
5B  A9 
59  20 
02  20 
B0  8D 
FF  AE 
A9  D2 
76  AS 
9B  BD 
A0  A9 
3D  A6 
A9  SB 
45  Bl 
9C  3D 
B2  A9 
8D  FD 
A9  3E 


30  4C 
8  3  FD 
93  FA 
85  84 
85  E4 
3B  90 
A4  47 
69  IF 
BF  EA 
BF  CD 
C4  EP 
8D  82 
8D  5C 
A9  85 
23  7B 
9C  8B 
B0  F2 
8D  4C 
A9  BD 
C6  12 
9C  FF 
BC  93 
8D  75 


0809:72 
08C1:4C 
08C9:AF 
0801:80 
08D9!A9 
08El!F2 
08E9:24 
03F1:A1 
08F9:8D 
0901:80 
0909:3D 
0911:A9 
0919:E4 
0921:00 
0929:C0 
0931 :D0 
0939:9ft 
0941:0B 
0949:F0 
0951:01 
09S9:4C 
0961:18 
0969:31 
0971:24 
0979:85 
0981:90 
0989:BD 
0991:30 
0999:35 
09A1:70 
09A9:D0 
09Bl:90 
09B9:38 
09C1:02 
09C9:99 
0901:99 
09D9:3B 
09E1:02 
09E9:35 
09F1:08 
09F9:D0 
0A01:FD 
0A09:F0 
0A11:FO 
0A19:60 
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10  47  C9 
30  3F  38 
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IS  E9  07 


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ft2  04  79 


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:06  63 

:F7  05 
:90  38 
:A5  39 
;20  13 
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10  FS 
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A9  80  05 
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C9  28  D0 

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AS  5F  A4 

AB  20  9E 

BA  48  20 

03  4C  48 

03  4C  10 

00  00  00 

00  00  00 

00  00  00 

00  00  00 

00  00  00 

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01  22 

A9  14 

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00  54 
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27  EF 

20  aa 
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01  A3 
A5  61 
4B  4B 
90  AF 
09  4  5 
EC  81 
F0  Fl 
79  04 
DO  7B 
DO  67 
85  A6 

46  C5 
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13  35 
4B  FC 
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5F  11 
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39  ID 
90  AD 
AD  33 
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COMPurers  Gazsne    April  1989    69 


0E39: 

0E11: 

0E19: 

0E21 

0E29 

0E31 

0E39 

0E41 

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0E59 
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;86  FC  85 
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:FC  85  FE 
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;B0  9D  A9 
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;6E  9D  A0 
:A1  87  BR 
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:00  DC  60 
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:02  B5  16 
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:55  4E  54 
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:4E  56  41 
:4E  44  20 
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:4C  53  C5 
:C5  52  45 
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:C5  57  45 
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20  57 
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50  4  5 
49  53 

52  20 
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43  41 
41  04 
48  49 
4 A  4P 
54  52 

53  54 
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00  00 


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7B  D2 

04  20 
FB  19 
01  F7 
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Bl  C3 
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20  0F 
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20  95 
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CA  32 
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E8  DB 
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48  49 
C4  09 

49  5F 
45  B7 

52  BE 

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4  5  90 

54  46 

55  CA 
4C  6C 
D9  95 
49  85 
D2  F4 
FC  4  A 
F2  9F 
22  6E 
55  lA 
00  0F 


128  Super 
Accelerator 

Article  on  page  53. 

Program  1:  super  Accelerator 

MH    10    FOR    1=4864    TO    4999:READ 
{SPACE1D:P0KE    I,D:CK="CK  + 
D:NEXT    I 
KE    20    IF   CK013273    THEN    PRINT 
isPACE)"ERROR    IN    DATA    ST 
ATEHENTS":END 
DD    30    SYS    4864:PRINT"SLJPER    ACC 

ELERATOR    ACTIVATED" : END 
XC    100   DATA    32,20,19,169,14,14 

1,0,10 
EG    110    DATA    169,19,141,1,10,96 

,32,20 
DF    120    DATA    19,76,3,64,120,169 

,33,141 
RA    139    DATA    20,3,169,19,141,21 

3    9B 
GB    148   DATA    96,173,135,19,201, 

1,240,41 
ES    150    DATA    201,2,240,45,216,3 

2,36,192 
BH    160    DATA    144,18,32,248,245, 

70    COMPUTErs  Gazette    Aprl  1969 


■ST,    ynfi    2Tft 

HH    170    DATA    173,13,220,173,4,1 

0,74,144 
SF    180   DATA    3,32,6,64,169,47,1 

41,18 
AB    190    DATA    208,169,1,141,135, 

19    7  6    51 
KG    200   DATA    255,32,196,119,169 

,250,76,97 
MK    210    DATA    19,32,179,119,169, 

CB    220    DATA    19,141,18,208,238, 

135,19,173 
FJ    230   DATA    25,208,9,254,141,2 

5,208,76 
HC    240    DATA    51,255,169,101,141 

,20,3,169 
PG   250    DATA    250,141,21,3,169,3 

,141,0 
AX   260    DATA    10,169,64,141,1,10 

,96,0 

Program  2:  Super  Accelerator  Demo 

HK  10  HEM  BE  SURE  YOU ' KE  IN  40 

COLUMN  MODE 
SS  20  SL0W:SYS4978:PRINT"{CLR} 

HORMAL  SPEED" :SLEEP1:G0S 

UB50:N1=SE 
JX  30  SyS4864:PRINT"{3  DOWN}WI 

TH  ACCELERAT0R":SLEEP1:G 

OSUB50:N2=SE 
MJ  40  PRINT" t 3  DOWN} AN  INCREAS 

E  0F"INT( (1-{N2/N1) )*100 

) "(LEFT}l":END 
HP  50  TT=TI:GHAPHIC1,1:FOR1=0T 

O319STEP25:CIRCLEI,I,100 

,5a,50:NEXTI:SE= (TI-TT)/ 

60 
HJ  60  GRAPHICe:PRINT"{DOWN}TIM 

E    ="SE"SECONDS.": RETURN 


Space  Worms 

See  instructions  in  article  on  page 
24  before  typing  in. 


0801; 
BR09; 
0811; 
0819; 
0821; 
0829; 
0831; 
0839; 
0841; 
0849; 
0851; 
0859; 
0861; 
0869; 
0871; 
0879; 
0881: 
0889; 
0891; 
0899: 
08A1: 
08A9; 
08B1; 
08B9; 

oeci: 

08C9; 
08D1; 
08D9; 
08E1; 
08B9; 
08P1: 
0aP9; 
0901; 
0909; 


BE  08  00 
34  20  20 
0B  BO  U 
A9  34  8  5 
08  99  F8 
B9  E7  08 
ED  A9  Dl 
2E  4C  00 
78  12  IC 
07  C8  D0 
05  01  CG 
20  34  03 
16  A2  01 
A2  04  20 
10  05  A2 
AB  A5  A7 
F7  A5  FF 
A5  Fa  BS 
E8  20  34 
D0  ID  8S 
A6  8  5  P7 
PB  20  6C 
20  34  03 
A8  A2  08 
E8  20  34 
34  03  18 
EB  20  34 
20  34  03 
A2  08  20 
00  85  A7 
FA  2A  26 
P2  AB  60 
A9  08  85 
02  C6  FF 


0  0  9E 
20  0  0 
D0  EA 

01  An 

00  E0 
99  33 
8  5  2D 

01  16 
B9  58 
F7  EE 
F9  00 
FO  3  3 
20  34 
34  03 
0E  20 
8  5  A9 
8  5  F8 
FF  AS 
03  D0 
A6  18 
AS  FD 
03  4C 
D0  OB 
20  34 
03  D0 
69  04 
03  D0 
18  69 
34  03 
A4  FB 
fl7  C6 
48  Bl 
FB  68 
C6  FE 


3  2  30 
00  00 
EA  EA 
C4  B9 

83  no 

03  88 
A9  60 
EB  04 
09  99 

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1571:DF  El  E2  E3  34  88  5F  00  81  1819:24  BC  98  3E  83  30  02  F9  35  1AC1:22  09  70  BD  4F  76  C9  00  D5 

1S79:03  11  E6  E6  E5  E5  E5  E4  2C  1321:03  28  9C  71  4C  D3  (18  fJ7  FE  1AC9:75  66  30  BE  0A  0F  37  70  A4 

1581:E4  E3  E2  El  DF  DD  DB  D9  99  1329:88  95  10  8E  0A  28  67  ID  66  1AD1:BB  13  07  54  E3  30  63  0D  03 

1589:D6  D3  D0  CD  C9  C5  CI  BD  Bl  1831:2A  70  C8  E0  E0  29  FE  68  CB  1AD9:1C  43  C4  41  El  03  E3  CB  48 

1591:B9  B6  B3  B0  AD  AB  A9  A7  DE  1839:71  08  01  CE  A3  60  20  5F  6F  1AE1:60  IC  55  BC  03  BE  6E  70  60 

1599SA5  A4  A3  A2  A2  Al  Al  Al  DE  1B41:D0  18  AD  0B  FE  4E  28  60  28  1AE9:35  10  07  85  05  BF  83  DE  42 

15Al:FF  E0  84  78  FF  FF  87  FF  IB  1849:31  7A  88  99  84  EE  4C  81  C6  1AF1:71  56  30  0E  C9  06  D0  0B  6t, 

15A9:FF  C3  FF  FF  El  FF  FF  F0  C4  1351:64  30  68  C9  38  F0  D9  4C  EE  1AF9:A9  A3  6D  05  57  A3  4C  75  41 

15B1:FF  7F  F8  FF  3F  B2  B5  IF  2A  1359:79  FS  Al  B9  F0  CF  27  CE  38  "-R^^:^^  ^C  00  85  43  A9  SB  85  Bl 

15B9:6C  60  0F  9B  9B  87  C6  C6  60  1861:60  IE  70  18  C9  E3  FO  BF  58  t    ,V  ^i    H    l^   ^l    In    7-^    ot  ai  pc 

15C1:00  00  00  00  08  00  00  00  EB  1869:A0  30  EE  Bl  4C  62  71  30  02  ^^^^'f^  ^1   "  "  ^Z    ^,  ^i^  ^.t.    ^^ 

15C9:00  00  00  00  00  00  00  00  F3  1871:43  01  60  A9  01  A6  Al  AD  3C  1B19:59  CO  01  22  AE  94  t,4  4C.  4L 

1501:00  00  00  B0  B0  00  00  00  FB  1879:60  42  61  EC  88  42  IC  08  EE  1B21:9F  40  9D  97  8D  FA  DM  ^C  Bft 

15D9:00  08  6B  00  BF  A9  DC  4D  ID  1881:32  EE  08  65  09  02  4F  ED  BA  1B29:51  67  46  DB  26  18  IB  4D  4D 

15E1:7B  A9  68  85  3E  A9  00  85  B6  1889:60  A2  02  39  13  BD  73  F0  CD  lB31:63  00  0F  43  36  E0  DO  F0  2B 

15E9:3C  AD  12  D0  C9  DC  D0  CE  IF  1891:18  42  25  0C  81  BD  S9  80  F5  1B39:78  Bl  06  6B  C9  FB  4C  FC  FA 

15F1:41  85  BO  Bl  IC  40  03  44  14  1899:12  41  29  0E  31  25  65  A6  B8  lB41:75  A2  07  80  CD  62  08  FO  8D 

15F9:60  DB  60  38  3A  90  27  E9  AD  18A1:E3  71  84  lA  4C  28  D4  47  46  1B49:F8  BD  57  76  29  03  F0  Fl  DA 

1691:08  24  Dl  13  E9  28  47  B0  25  18A9:03  84  11  FE  62  04  BD  64  91  1B51:C9  8C  73  11  C9  02  18  96  IC 

1609:1A  41  IF  E9  00  C9  03  00  13  18B1:A8  Bl  43  CI  F4  18  25  90  17  1B59:90  39  4C  F7  75  A9  A0  9D  E6 

1611:07  20  AD  IC  8E  03  A9  07  IB  18B9:6D  54  09  72  AB  8A  BA  A3  25  1B61:F8  07  CA  EB  02  00  D7  AD  ED 

1619:68  06  4C  51  68  F6  00  66  DA  18C1:08  98  90  00  DB  CA  8A  4A  B0  IB69:1B  04  29  01  FO  03  B0  DD  7E 

1621:AB  02  54  3F  A0  03  EB  18  87  18C9:AA  E8  E0  08  D0  A3  AD  CE  79  1B71:43  IC  A9  01  8D  F4  0A  4C  36 

1629:20  AO  01  33  7E  08  Bl  30  EA  18D1:1B  FO  IC  AD  AC  C9  19  B0  99  1B79:6D  78  AD  58  76  FO  22  EE  6A 

1631:09  88  F0  26  3F  20  BA  60  72  1BD9:1B  01  4D  IB  99  42  02  2C  B7  1B31:38  0B  AD  08  C9  04  00  18  0D 

1639:E6  3C  AS  3C  C9  18  FO  0E  DE  18E1:BS  A7  4C  59  72  E9  85  DE  02  1B89:A9  98  BD  59  76  AC  29  D0  65 

1641:A5  3D  79  0E  01  IE  30  93  2B  18E9:44  4C  4E  72  EE  B9  28  18  EE  1B91:A2  03  BD  27  DO  90  26  00  IE 

1649:02  E6  3E  4C  13  68  C2  51  AO  18F1:C9  04  D0  IE  90  40  CF  F0  lA  1B99SE8  EO  OB  DB  F5  8C  2E  00  99 

1651:05  18  69  29  85  3F  90  0C  IC  18F9:41  96  14  AD  42  C9  80  F0  F8  1BA1:4C  2F  77  82  0F  EB  FB  70  45 

72    COMPUTEfs  Gezeaa     Apdl  1889 


1I3A9 

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la 

22 

43 

94 

01 

03 

03 

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70 

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59 

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88 

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01 

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62 

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110 

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49 

56 

45 

53 

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1C19 

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75 

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10 

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PD 

140 

1G49 

46 

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10 

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160 

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81 

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80 

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590 

Brusher 

See  instructions  in  article  on  page 
19  before  typing  in. 

Program  1:  Brusher  BASIC 

FH  10  REM  COPYRIGHT  1989  COMPU 
TEl  PUBLICATIOHS,  INC.  - 
ALL  RIGHTS  RESERVED 

BG  20  FASTSDIMCI (18) ,C2(18) ,NS 
(18)  ,SP(1B)  ;GRAPHIC3,1 

FP  30  COLOR0,1:COLOR4, 1:G0SUB3 
00:SLOW:POKE2827,2 

BK  40  IFSC>BSTHEHBS=SC 

RO  50  LV=O:L=0:SD=O:SC=0:VC=0: 
XL=0:OS=a 

HH  60  SD=SC:YC=¥C+1+(¥C=18) *18 
:COLOR1,C1(VC} :C0L0R2,C1 
(YC) :C0LOR3,C2(YC) 


GRAPHIC3,l:GOSUB390tGOSU 

B420 

FORU=0TO9:FORT=0TO8 :B0X1 

,8+T*i2,8+U*16,20+T*12,2 

4+U*16:NEXTT,U 

LV  =  LV  +  1  lOSs'SC:  L  =  L+H- (L  =  l 

8) !POKE29  3  3,0:IFLV/4=1NT 

(LV/4)THENYL=YL-1 
SOUND  3, a  000, 3: SPRITE  1,0 
, 10 :M0VSPR1, IS2 , 128: SPR 
ITEe,0,C2(YC) :SLEEP2 
GOSUB450:POKE6067,SP(L) 
:POKE2e2  5,0!POKE2901,a: 
POKE8ie4,95 

P0KE2 90 3, 96: POKE  2904,0; 
POKE  2 902,0: POKE  29 15,0 
FORT=0TO7:POKE8184+T,95 
+T:NEXT:SLOW:B=0:SYS6ai 
6:HL  =  2-YL:GOSIIB440 
GOSaB220: IFPEEK ( 2933 ) TH 
EN280    ■ 

IFPEEK ( 2915 )THENGOTO250 
IFPEEK{2949)THENPOKE532 
69,1:TI$="000O00":CAN=1 
;POKE2949,0;SOUNOl,400a 
0,5 

IFTIS>"00000I"ANO  CAN  T 
HENG0StJB4  50  :CAN-0:  SOUND 
2,9999,20 

IFPEEK(DEC{"0B0A")  ) ANDB 
=0THENB=1:T I $="000  000": 
SOUNO1,490,I0 
IFTIS>"090003"ANDB'=1THE 
tJB  =  2:GOSUB4  50:  SOUNDS,  20 
00,10 

IFCAN=0THENMS=MS+1:IFMS 
-10THENMS=0:IFSP(L)=2TK 
ENGOSUB480 
GOTO140 

SC=SD+LV*(10*(PEEK{2912 
) +256*PEEK{2913) ) ) 
IFSC=CSTHENSOUNO1,300,1 
, 1,300, 308, 3!RETURN 
SOUND1,1000,5:CS=SC:CHA 
Rl,38-LEN(STRS(SC} ) ,15, 
STRS  (SC)  ; RETURN 
SOUHDl, 10000, 40, 1,300,  I 
0O,0:POKE532  6  9,0!YL=YL+ 
l:IFYL<3THEm00 
COLORl , 9 : CHARl , 10 , 22  ,  " 
{SPACE) GAME    OVER    ",1:C0 
L0R1,3:PLAYM2S 
CHARl, 3, 24, "PRESS    ANY    K 
EY    FOR    NEW   GAME":GETKEY 
YS:GOTO40 

POKE  53 26 9,0: POKE  29 0  2,1: 
COLORl, 16 :PLAYM1S:SC=0S 
4-900*LV 

CHARl, 5, 22,"    PREPARE    FO 
R    LEVEL    "+STRS(LV+1)+" 
{ SPACE ) " , 1 : SLEEP3 ! G0TO6 


HG    300    FORT  =  0TO7;  READY :POKEDEC 

("0B1.4")+T,Y:NEXT:FORT  = 

0TO1:READX(T) ,Y(T) :NEXT 
PJ    310    F0RT=lTOia:READCl(T) ,C2 

(T) !NEXT:FORT=1T018:REA 

DNS(T) ,SP(T) :NEXT 
KC    320    V=B192:G=-l!FORT=0TO23! 

FORL=0TO7 :W=V+m-320*T 
RH  330  G=G+l:POKE66S6+G,W-INT t 

W/256) *  2 56 : POKE  69 12 +  G, I 

NT {W/256) :NEXT:NEXT 
GJ  340  M1S""V203T7U7WAIBIAIBIA 

IBIAIBIAIBIAIBQDICSBQFI 

ESDICIBWAQG" 
RD  350  M2S="V202T7U8QBQAHBHCQG 

QFHEQDQCI3IAQBICIDICWAQ 

G" 
QD  360  BLOAD"ML-BROSHER",B0,P4 

864 
EA  370  FORT=aTOia:Z-32+(T+(T»l 

0) ) *24;POKE2  8  4  8+T,Z:ZX( 


T)  =Z 
KP  380  Z=48+T*16:POKE2864+T,Z: 

ZY{T) =3: NEXT: RETURN 
PP  390  CHARl, 31, 6,"  BEST 

(3  SPACES)", l:CHARl, 31, 

7,"  SC0REi2  spaces!", 1; 

BTS=STRS(BS) :LVS=STR$(L 

V+1) 
OJ  400  CHARl, 3e-LEN(BT$)  ,10, BT 

S:  COLORl, 8: CHARl, 3 1,1," 
LEVEL (2  SPACES }",l;CKA 

R1,36,3,LV5 
BX  410  COLOR1,13:CHAR1,3,24," 

(SPACE }B  RUSHER", 

l!COLORl,Cl(YC) : RETURN 
RF  420  COLORl, C2(YC) iCHARl, 31, 

12,"  Y0UR{3  SPACES)", 1 
CG  430  CHARl, 31, 13,"  SCORE 

(2  SPACES)", ItCOLORl, CI 

(YC) !GOSUB240:RETURN 
JR  440  COLORl, 5:CHAR1, 31, 18, "B 

RUSHES": CHARl, 36, 20, STR 

$(ML) :COLORl,Cl(YC) ! RET 

URN 
GS  450  F0RT-2T0NS(L) :MOVSPRT,X 

(INT  {RND(1)*2)  )  ,Y  (INT  (R 

ND{1) *2) ) :NEXT 
EM  460  POKE2949,0:POKE2a26,0 
EQ  470  GOSUB490:POKE53269,2'rNS 

(L)-I:RETURN 
QQ  480  GOSUB490:POKE53269,PEEK 

(53269)OR128:RETURN 
BS  490  M0VSPR8,ZX(INT(RND(1) *1 

1) )  ,ZY(INT(RND(1) *11)  )  : 

RETURN 
RG  500  DATA192,192,48,48,12,12 

,3,3,32,48,248,208,2,3, 

3,2,8,7,7,8,11,6,6,11 
MA  510  DATA1S,9,9,15,14,12,12, 

14,5,8,8,14,3,15,15,3,5 

,5,6,2,2,4,4,5,2,3,2,2, 

3,3 
QH  520  DATA3,2,4,3,4,2,5,4,5,3 

,5,2,6,5,6,4,6,3,6,2,7, 

5,7,4,7,3,7,2,7,2 


Program  2:  Brystier  ML 


1300 

AD 

D6 

11 

8D 

00 

0B 

38 

E9 

34 

1308 

10 

80 

01 

0B 

8D 

02 

0B 

AD 

A2 

1310 

D7 

11 

80 

03 

06 

38 

E9 

28 

70 

1318 

SO 

04 

OB 

AD 

04 

0B 

A8 

B9 

99 

1320 

00 

lA 

85 

FA 

B9 

00 

IB 

85 

B6 

1328 

FB 

AO 

01 

OB 

4A 

4A 

4A 

80 

26 

1330 

05 

0B 

AO 

05 

0B 

Fa 

10 

AS 

83 

1338 

FA 

18 

69 

08 

85 

PA 

90 

02 

CA 

1340 

E6 

FB 

CE 

05 

0B 

D0 

EB 

AO 

24 

1348 

02 

0B 

29 

07 

AA 

Aa 

00 

Bl 

51 

1350 

FA 

ID 

14 

0B 

91 

FA 

60 

BO 

65 

1358 

D6 

11 

C9 

20 

F0 

03 

DE 

D6 

91 

1360 

11 

60 

BD 

07 

11 

C9 

30 

F0 

SO 

1368 

03 

DE 

D7 

11 

60 

EA 

BD 

D6 

04 

1370 

U 

C9 

F8 

F0 

06 

FE 

D6 

11 

AA 

1378 

FE 

00 

04 

60 

BD 

D7 

11 

C9 

DO 

1380 

D0 

F0 

06 

FE 

D7 

11 

FE 

00 

FC 

1388 

04 

60 

A9 

00 

80 

06 

0B 

A0 

39 

1390 

0A 

B9 

IF 

0B 

CD 

00 

0B 

PO 

34 

1398 

04 

88 

D0 

F5 

60 

AO 

0B 

B9 

Bl 

13A0 

2F 

0B 

CD 

03 

08 

F0 

04 

88 

B7 

nA8 

00 

F5 

60 

A9 

01 

80 

06 

OB 

B0 

13B0 

60 

AD 

D6 

11 

8D 

00 

0B 

AD 

8E 

13B8 

D7 

n 

80 

03 

0B 

20 

8A 

13 

Fl 

13C0 

60 

AD 

09 

OB 

F0 

01 

60 

A9 

4  A 

13C8 

01 

BD 

15 

DB 

8D 

0A 

0B 

BD 

BA 

13D0 

09 

0D 

60 

AO 

00 

DC 

8D 

0B 

BB 

1308 

0B 

29 

10 

00 

03 

20 

CI 

13 

00 

L3E0 

AO 

08 

OB 

29 

OF 

C9 

0E 

00 

60 

13E8 

08 

A9 

01 

BD 

07 

0B 

4C 

15 

88 

13F0 

14 

C9 

07 

00 

08 

A9 

02 

80 

F9 

13F8 

07 

0B 

4C 

15 

14 

C9 

0D 

D0 

F2 

1400 

08 

A9 

03 

BD 

a7 

0B 

4C 

15 

El 

1408 

14 

C9 

0B 

OS 

16 

A9 

04 

80 

08 

1410 

07 

0B 

EA 

EA 

EA 

20 

Bl 

13 

08 

COMPUTErs  Gazette     April  1989     73 


The  GEOS  Column 


141.8-flD  06  SB  F0  06  AD  07  0B  09  16C0:aft  13  AD  06  0B  D0  01  60  0n  196B:FC  00  01  F0  80  00  00  00  48 

1120-80  0B  0B  A2  00  AD  0B  0B  35  16C3:4C  4D  16  A9  00  30  60  0B  CD  1970:00  00  00  00  00  00  00  00  A2 

1428-C9  01  00  03  4C  62  13  C9  9B  16D0:8D  61  0B  SD  55  0B  AA  AS  2C  1973:00  00  00  00  00  00  00  00  AA 

1430-02  D0  03  4C  6E  13  C9  03  09  1608:22  85  FB  85  FD  A9  98  85  9C  1930:00  00  00  00  00  00  00  00  BZ 

1433-D0  03  4C  7C  13  4C  57  13  56  16Ee:FA  85  FC  A0  9A  A9  09  B5  24  1988:00  00  00  00  00  00  00  00  BA 

1440-AD  40  0B  AA  4A  A8  60  20  31  IfiEBlFE  Al  FA  C9  AA  F0  11  20  54  1990:38  00  08  00  00  00  C2  00  80 

1448:40  14  B9  0B  0B  C9  01  00  CF  16F0:55  15  C6  FS  D0  F3  20  31  90  1998:03  F0  03  23  F0  00  07  F9  4A 

1450-04  20  62  13  60  C9  02  00  FE  16F8:15  20  FB  14  SB  D0  E6  60  2E  19A0:00  03  F0  00  13  F0  00  00  BE 

1458-04  20  6E  13  60  C9  03  00  BA  1700:EE  55  0B  AD  55  08  C9  5A  FB  19A8:C2  00  04  00  00  03  88  00  CD 

1460-04  20  7C  13  60  20  57  13  98  1708:00  05  A9  01  80  75  0B  EE  6C  19B0:00  00  00  00  00  00  00  SO  E2 

1468160  AD  40  0B  C9  02  D0  01  00  1710:60  0B  00  DB  EE  61  011  4C  68  19B8:00  00  00  00  00  00  00  FF  EA 

1470:60  CE  40  0B  CE  40  0B  4C  0F  1718:EF  16  AD  57  0B  C9  64  D0  08  19C0S00  00  00  00  00  00  00  00  F2 

1478:BB  14  20  40  14  EE  2E  flB  4F  1720:05  A9  5F  80  57  0B  EE  57  IC 

1480:AD  2E  OB  29  03  80  2E  SB  B4  1728:0B  AD  S8  0B  C9  06  00  05  10 

14BB:C9  01  30  15  BO  D6  11  38  D0  1730:A9  00  80  58  OB  AA  AO  57  20 

1490:ED  06  11  30  06  A9  04  99  03  1738:0B  9D  F9  IF  EE  58  0D  AO  21 

1496:33  0B  60  A9  02  99  0B  SB  47  1740:59  0B  C9  06  30  05  A9  01  61  SeC  hlStrUCiiOHS  W  article  OH  Vase 

UA0:60  BD  D7  11  38  ED  D7  11  AE  1748:80  59  0B  Aft  AD  65  0B  90  56  ^r  i,„/-„„  ,„„;,,„  ;,, 

14AB:30  06  A9  01  99  0B  0B  60  IF  1750:27  00  CE  65  0B  EE  59  0B  48  00  Oejors  lypin^  m. 

14B0:A9  03  99  0B  0B  60  A9  0C  8B  1758:60  EA  EA  S0  AD  IE  D0  8D  E3 

14B8:3D  40  0B  AD  40  0B  AA  3D  35  17G0:5B  17  AD  5B  17  29  81  C9  97  PfOgraill  Tl  FllB  COnWertef 

14C0:D6  11  8D  00  OB  BO  07  11  5A  1768:81  F0  OF  AO  5B  17  29  01  OA 

14C3:8D  03  0B  20  3A  13  AD  06  DD  1770iF0  OB  A9  01  3D  63  0B  8D  BC  1503:nF  FF  FF  FF  80  00  01  30  93 

14D0:0a  F0  03  20  7A  14  20  47  C8  1778:56  0B  8D  35  OB  60  15  D0  73  150B:7F  01  80  08  01  80  OB  01  E0 

14D8:14  4C  69  14  AD  0A  OB  D0  09  1730:78  A9  8D  8D  14  03  A9  17  F6  1513:30  0R  01  BO  7C  01  32  4A  OE 

14E0!03  20  B6  14  60  A5  FA  80  C7  1788:8D  15  03  58  60  AD  56  0B  1ft  15lB;01  82  49  01  81  Fl  01  80  F5 

14E8:50  0B  ft5  FB  8D  51  0B  60  98  1790:F0  03  4G  65  FA  20  00  13  43  1523:41  01  BF  El  01  32  41  01  D9 

14F0:ftO  50  0B  BS  FA  AD  51  0B  F9  1793:20  B3  16  20  D3  13  20  CB  7F  15211:82  41  01  82  42  01  82  7C  C6 

14Fa:85  FB  60  A5  FB  85  PD  A5  E0  17A0:16  20  lA  17  20  5C  17  AD  E4  1533:01  82  00  01  82  00  01  82  27 

1500:FA  as  FC  60  A5  FA  18  69  61  17A8!62  0B  DO  OB  20  DC  14  20  52  153B:C0  01  80  00  01  FF  FF  FF  IE 

1508:08  85  FA  90  02  E6  FB  A5  49  17B0:DC  14  A9  03  80  62  0B  CE  92  1543:82  06  00  FA  04  94  0F  FC  6D 

1510:FC  18  69  03  35  FC  90  02  AF  17B3:6Z  0B  4C  65  FA  00  00  00  92  154B:04  66  69  6C  65  73  61  76  37 

1518:E6  FD  60  A5  FC  3D  52  0B  69  17CO:00  00  00  00  00  00  00  0@  EE  1553:65  72  00  00  00  00  00  00  CC 

1520:A5  FD  8D  S3  0B  60  AD  52  0B  17Ca:00  00  00  00  00  00  00  00  F6  155n:00  00  00  00  00  00  00  00  85 

152B:0B  85  FC  AD  53  0B  85  FD  83  1700:00  00  00  04  00  00  0E  00  5B  1563:00  00  00  00  00  00  00  00  8D 

1530:60  AS  FC  85  FA  A5  FD  85  DB  17D8:00  IC  00  01  FB  00  03  B0  9C  15611:00  00  BO  00  00  00  00  00  95 

1538 :FB  E6  FB  E6  FB  A5  FA  18  8C  17E0:00  07  70  00  03  E0  00  01  7B  1573:00  00  30  00  00  00  00  00  9D 

1540:69  80  85  FA  90  02  E6  FB  F5  17E8:C0  00  00  80  00  00  00  00  7F  157B:00  00  00  00  00  00  00  00  A5 

1543:60  A5  FC  85  FA  AS  FD  B5  P3  17F0:00  00  00  00  00  00  00  00  IF  1583:00  00  00  00  00  00  00  00  AO 

1550:FB  60  20  49  15  AS  FA  18  76  17F8:00  00  00  00  00  00  00  00  27  158B:00  00  00  00  00  00  00  00  B5 

1558:69  18  85  FA  90  02  E6  F3  F3  1800:00  00  00  00  00  00  00  00  30  1593:00  00  00  00  00  00  00  00  BD 

1560:60  E6  FA  00  02  E6  FB  E6  6B  1308:00  00  00  00  00  00  00  00  38  159B:00  00  00  00  00  00  00  00  C5 

156B:FC  D0  02  BS  FD  60  E6  FD  31  1B1O:00  00  01  FO  00  06  FC  00  81  15A3:00  00  00  00  00  00  00  00  CD 

1570:A5  FC  18  69  38  85  FC  90  AB  1818:0E  FE  00  BF  7E  00  0F  7E  90  15AB:00  00  00  00  m    00  00  00  DS 

1573:02  E6  FD  E6  FB  A5  FA  18  10  1320:00  0F  BE  00  0F  DE  00  07  E6  15B3:00  00  00  00  00  00  00  00  DD 

15B0:69  38  85  FA  90  02  E6  FB  24  1828:EC  00  01  F0  00  00  00  00  FD  1SBB:00  00  00  00  00  00  00  00  E5 

1533:60  E6  FB  AS  FA  18  69  40  CI  1830:00  00  00  00  00  00  00  OO  60  1SC3:00  00  00  00  00  00  03  00  ED 

1590:85  FA  90  02  E6  FB  60  A2  FB  1838:00  00  00  00  00  00  08  00  68  15CB:00  00  00  00  00  00  00  00  F5 

1593:00  A9  03  85  FE  Al  FA  C9  24  1840:00  00  00  00  00  00  00  00  70  15D3:00  00  00  00  00  00  00  03  FD 

1SA0:FF  F0  01  60  Al  FC  C9  FF  CI  1848:00  00  00  00  30  00  00  00  7B  15DB:00  00  00  00  00  00  00  33  36 

15ft8:F0  01  60  20  04  15  C6  FE  9A  1850:00  00  01  F0  33  37  FC  00  C5  15E3:00  30  00  00  00  00  00  33  3E 

1SB0:D0  EB  20  26  15  20  52  15  B7  1B58:0B  FE  00  0D  FE  00  OE  FE  Bl  15EB:00  00  00  00  00  00  03  00  16 

1SB8:A9  02  35  FE  A9  08  8D  54  B5  1860:00  0F  3A  03  3F  C6  00  07  36  15F3;00  30  00  00  00  00  00  30  IE 

15C0:0B  Al  FA  29  C0  C9  C0  F0  6A  1868:FC  00  01  F0  00  03  00  00  46  i5FB:00  30  00  00  FC  04  AD  A5  IF 

15C8:01  60  Al  FC  29  C0  C9  C0  30  1870:00  00  00  00  30  00  00  00  AO  1603:8C  85  79  A9  07  85  78  20  FF 

15D0:FO  01  60  20  61  15  CE  54  13  1B78:00  00  00  00  OO  00  00  00  A8  160B:C5  05  4C  Fl  05  03  A9  17  96 

1508:flB  DO  E6  20  6E  15  C6  FE  EF  1BB0:O0  00  00  00  OO  00  00  00  BO  1613:A0  OS  30  A9  84  8C  AA  84  40 

15E0:D0  DA  Al  FA  29  C0  C9  CO  ftE  1888:00  00  00  30  00  00  00  00  B3  1616:60  AD  05  BS  10  01  60  A5  C6 

15E8:F3  01  60  20  26  15  20  49  E8  1890:00  00  01  F0  00  07  FC  00  06  1623:18  48  AS  19  48  AD  08  04  C0 

15F0:15  20  89  15  A9  18  85  FE  E7  1898:0F  FE  00  0F  FE  00  07  FA  02  162B:AC  39  04  85  20  84  21  A2  CO 

15F8:A9  AA  81  FA  81  FC  20  61  24  i8A0:30  0D  E6  00  0E  IE  00  07  E0  1633:FF  86  IE  A0  00  Bl  20  CO  96 

1600:15  C6  FE  D0  F3  20  26  15  06  13A8:FC  00  01  F0  03  00  00  00  86  163B:06  00  13  C9  FF  F0  37  98  68 

1608:20  31  15  A9  03  85  FE  A9  A3  13BO:O0  00  00  00  00  00  00  00  E0  1643:18  65  20  85  20  90  02  E6  5F 

1610:FF  81  FA  81  FC  20  04  15  99  1SB8:00  00  00  00  00  00  00  00  EB  164B:21  A0  00  4C  33  05  99  06  OB 

1618:C6  FE  DO  F3  20  26  15  20  A4  18C0:00  00  00  00  00  33  00  00  F0  1653:00  C8  CO  06  D0  DF  e6  IE  IC 

1620:52  15  A9  02  85  FE  A9  08  93  18C8:O0  00  00  00  00  00  00  00  F8  1658:20  B3  C2  10  DB  AS  IE  85  FC 

1628:BD  54  0B  Al  FA  09  CO  81  AA  1800:00  00  01  FO  03  07  DC  00  06  1663:1F  0A  A8  B9  F3  08  8D  7C  A9 

1630:FA  Al  FC  09  C0  81  FC  20  98  1308:3F  EE  00  0F  EE  00  0F  EE  CI  166B:05  C8  B9  F3  08  8D  70  05  39 

1638:61  15  CE  54  0B  DO  EC  20  0F  1BE0:00  OF  EE  00  OF  9E  00  07  AC  1673:20  7E  05  20  7B  05  68  35  38 

1640:6E  15  C6  FE  DO  EO  Al  FA  F9  1BE8:7C  00  01  F0  00  00  00  00  86  167B:19  68  85  18  60  4C  03  00  B4 

1648:09  C0  81  Ffi  60  20  ES  14  6C  iaF0:00  00  00  00  00  00  00  00  21  1683:A5  IE  C9  0D  B0  40  AD  0B  01 

1650:20  FB  14  C6  FO  C6  FD  A5  27  13F8:00  00  00  00  00  00  00  00  29  163B:05  C9  FF  F0  lA  0A  0A  6D  36 

165e:FC  38  E9  98  35  FC  B0  02  58  1900:00  00  03  00  00  00  00  00  32  1693:0B  OS  6D  0B  05  AA  A0  03  F8 

1660:C6  FD  20  IB  15  20  31  15  05  1908:30  00  00  00  00  30  00  00  3A  1S9B:BD  8C  08  99  06  00  E8  C8  2F 

1668:20  97  15  20  FO  14  20  FB  43  1910:33  30  01  FO  00  07  FC  00  B7  16A3:C0  06  DO  F4  20  2A  CI  AS  ED 

1670:14  C6  FD  C6  FD  AS  FC  38  3D  1918: 0C  7E  00  0F  BE  00  0F  DE  D3  16AB:1E  0A  OA  65  IE  65  IE  AA  6E 

167B:E9  BO  BS  FC  B0  02  G6  FD  S3  1920:00  0F  EE  00  OF  EE  00  07  2F  16B3:A3  00  BD  8C  08  99 

1630:20  IB  15  20  31  15  20  97  DD  1928:FC  00  01  FO  00  00  00  00  08  16BB:E8  C8  C0  06  DO  F4 

1638:15  20  F0  14  20  FB  li    A5  65  1933:00  00  00  00  00  33  00  00  62  16C3:C1  A5  IE  8D  3B  05 

1690:FC  38  E9  IB  85  FC  BO  02  3B  1938:00  00  00  00  30  00  00  00  6A  16CB:A9  AS  A0  8C  A2  00 

169B:C6  FD  20  IB  15  20  31  15  FD  1940:00  00  00  00  00  00  00  00  72  1603:84  03  A0  00  AS  78 

16A0:20  97  15  20  F0  14  20  FB  7B  1948:00  00  00  00  00  00  00  00  7A  16DB:C8  CO  IB  F0  02  00 

16A8:14  20  IB  15  20  31  15  20  AB  1950:00  00  01  FO  00  07  FC  00  C7  16E3:A9  28  65  02  90  02 

16B0:97  15  60  AD  D6  11  8D  00  EA  1958:0F  FE  00  0C  7E  00  0B  86  23  16EB;35  02  E8  E0  10  FO 

1688:08  AD  D7  11  8D  03  0B  23  90  1960:00  0F  FA  00  OF  FE  00  07  31  16F3:D0  OS  60  A9  00  85  7E 

74     COMPUTEI's  Gaietta     April  1989 


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Dl 

Program  2:  GeoConvsner 

HE  10  REM  COPYRIGHT  1988  COMPU 

TEl  PUBLICATIONS,  INC.  - 
ALL  RIGHTS  RESERVED 
XG  20  REM  THIS  IS  THE  UPDATED 

{SPACE JGEOCONVERTER 

{8  SPACES]REVISED  MAY  IS 

SUE  1988  GAZETTE 
AC  30  POKE  53280, 0:POKE  53281, 

0:POKE  646,5:PRIHTCHR$(1 

42) ;CHRS(147) 
PS  40  FORI=>lTO10:PRlNT"{DOWNr' 

SNEXT 
DX  50  PRINTTAB(5) "i4>yDI  COPVR 

IGHT  1988" 
SP  60  PRINTTAfl{5) "GCH  COMPUTE! 

PUBLICATIONS  INC." 
SP  70  PRINTTABtS) "JFK  ALL  RICH 

TS  reserved{home}" 

EP  80  PRINT"  [DOWN)  {RVSH 8 }GEOC 
ONVERTER  1. 1 {OFF} {DOWN) 
tGRNj" 
AP  90  INPUT"FILE  TO  CONVERT "fG 

F$ 
CX  100  PRINT" {DOWN)SEARCHING  F 

OR  "GFS 
PA  110  HD5="":F0R  1=1  TO  4!REA 

D   HE;HDS=KDS+CHR${HE) :N 

EXT 
FK    120    FOR    I="1T05:READIE:IDS=I 

D$+CHRS{IE) SNRXT 
GD  130  NLS="";T5=CHR$(18) :SS=C 

HRS(l) :OPEN  15, 8, 15, "10 

:":0PEN  2,8,2,"*" 
JX  140  GOSUB370:GBT  t2,NT$,NS5 
KB  150  FOR  E=0  TO  7 
KQ  150  D$=NLS;GET#2,B5:I=1:IFB 

$=NL$  THEN220 
AX  170  IF  ASC(BS)<:>130  THEN220 
HM  180  GETI2,HT$,HSS: I=3;IF  HS 

5  =  1111  .j^gjj  HSS  =  CHRS(0) 
PH  190  GET#2,B5:I=I+1:IF  BS="" 

THEN  BS=CHRS (0) 
FA  200  IF  ASC(B$)=160  THEN220 
GD  210  D$=D$+BS:GOTO190 
RK  220  FOR  1=1  TO  31;GET#2,B5s 

NEXT 
AX  230  IF  DS=GF9  TKEN260 
EC  240  NEXT  E:IF  NTS=ML$  THEM2 

60 
FX  250  T$=NTS:S$=NSS:GOTO140 
CR  260  IE"  DS  =  HL$  THEHPRINT" 

{dowmHrvs}file  not  fou 
nd{off]":goto360 

CP  270  PRINT" (D0WN}C0NVERTING 

{ SPACE )"GFS 
MJ  280  DT$=TS:0SS=SS:TS=HT5:S$ 

=HSS:GOSUB370 
MB  290  GET#2,MTS,MSS:IF  MS5-"" 
THEN  KS$aCHR${0) 


FOR  I=a  TO  6 
:NEXT 
GETit2,CT$,GT 
PRINTI2,HDS; 
S=DTS:SS=DSS 
FOR  1=0  TO  3 
,B$:NEXT 
PRINT#2,MT$; 
TO  15:GET(2 
PRINTt2,HTS; 

;GTS; 

PRINT#2,IDS; 

RINT!PRINTGF 

D" 

CL0SE2!CL0SE 

U$="U1";GOTO 

US="U2" 

PRINTtl5,US; 

"0") ;ASC(SS+ 

RETURN 

DATA  0,255,3 

,0,0 


5: GET  #2,BS 

5:GOSUB378! 
!GOSUB380:T 
:GOSU8370 
Z*E+2:GET#2 

MSS;  :FORI=0 
,B$:NEXT 
HS$;CHRS (0) 

!GOSUB380:P 
S"  CONVERTE 

15:END 
390 

2;0fASC(T$+ 
"0") 

,21,87,10,1 


Making  It  Work:  Trap 


Article  on  page  15. 


MM 

10 

BG 

20 

EE 

30 

XD 

40 

SK 

50 

PK  60 


BF 

70 

HH 

80 

GJ 

90 

PA 

100 

DK 

110 

QH 

120 

SB 

130 

KR 

140 

CX 

150 

KQ 

160 

FC 

170 

HK 

1B0 

DF 

190 

DG 

200 

JK 

210 

FK 

220 

DF 

230 

PP 

240 

XO 

250 

HEM  INITIALIZE  VARIABLES 

CO=54272:RD=5;REM  COLOR 

{SPACE} MEMORY  OFFSET,  NU 

MBER  OF  ROUNDS 

Sl=0:S2=0:REM  PLAYER  1  A 

ND  2'S  SCORES 

B=102:BC  =  4:REf1  BORDER  CH 

ARACTER  AND  COLOR 

Rl-81:C1=2:R2=4  2:C2=6:RE 

M  PLAYER  1  AND  2'S  CHARA 

CTERS,  COLORS 

BS="PRESS  A  FIRE  BUTTON 

{SPACEJTO  PLAY" 

CS="{36  SPACES)" 

REM 

REM  INITIALIZE  VARIABLES 
FOR  EACH  ROUND 
P1=1474:P2=1494:REM  INI 
TIAL  SCREEN  POSITIONS  O 
F  PLAYERS 

P3=1:P4=-1:REM  INITIAL 
{SPACE} POSITIONAL  INCRE 
MENTS  FOR  BOTH  PLAYERS 
SCa0:REM  SCORE  COUNTER 
REM 
PRINT"{CLR)":REK  SET  UP 

PLAYFIELD 
POKE53281,15:POKE53280, 
15:  REM  SCREEN  COLOR 
REM  DRAW  BORDER 
FOR  1=1064  TO  1064+39:P 
OKE  I+CO,BC;P0KE  I,B:NE 
XT! REM  TOP 

FOR  1=1944  TO  1944+39:P 
OKE  I+CO,BC:POKE  I,B:NE 
XT:  REM  BOTTOM 
FOR  1=1104  TO  1904  STEP 
40:POKE  I+C0,BC!POKE  I 
,B: NEXT: REM  LEFT  SIDE 
FOR  I31143  TO  1943  STEP 
40:POKE  I+C0,BC:POKE  I 
,B:NEXT:REM  RIGHT  SIDE 
REM  DISPLAY  PLAYER  SCOR 
E 

print"Chome} (red} 
{2  spaces)player  1 
{14  spaces}sc0re:"s1 
print"{23  down){blu) 
{2  spaces)player  2 
{14  spaces)sc0re:"s2; 

IF  RD=a  THEN  560: REM  EN 

D  OF  GAME? 

POKE  C0+P1,C1:P0KE  P1,R 


l:POKE  C0+P2,C2;POKE  P2 
,R2:REM  POSITION  EACH  P 
LAYER 

CM  260  PRINT" {HOME) {4  DOWN)"SP 

CC2) "R0UND"5-RD+l;" 

(LEFT}:  ";B$ 
JP  270  GOSOB  640: REM  CHECK  FIR 

E  BUTTONS 
JH  280  PRINT"(H0ME){4  DOWN)"SP 

C(2)CS 
DQ  290  REM 

GG  300  REM  GAME  LOOP 
SH  310  Jl=15-(PEEK(56321}AND15 

) : IF  J1=0  THEN  360 
FJ  320  IF  Jl"l  THEN  P3«>-40:GOT 

0  360:REM  #1  JOYSTICK  U 
P 

XS  330  IF  Jl=2  THEN  P3=40:GOTO 
360: REM  *1  DOWN 

XK  340  IF  Jl=4  THEN  P3=-1:G0T0 
360:REM  #1  LEFT 

PH  350  IF  Jl^S  THEN  P3=1:REM  I 

1  RIGHT 

BH  360  P1=P1+P3:REM  UPDATE  PLA 

YER  1  POSITION 
PP  370  IF  PEEK(Pl)<>32  THEN  W= 

2:G0TO  S10:REM  #1  COLLI 

SION? 
XF  380  POKE  P1+C0,C1:P0KE  P1,R 

1:REM  NO,  SO  MOVE  #1 
GD  390  J2=15- (PEEK{56320) AND15 

)  :IE  J2  =  0  THEN  440 
AD  400  IF  J2=l  THEN  P4=-40:GOT 

0  44  0: REM  «2  UP 
G>\    4111  IP    .13  =  2  THEN  P4  =  40!GOTO 

4 40: REM  #2  DOWN 
GD  420  IF  J2=4  THEN  P4=-1:G0T0 

440:REM  S2  left 
RX  430  IF  J2=8  THEN  P4=1;REM  I 

2  RIGHT 

DX  440  P2=P2+P4:REM  UPDATE  PLA 

YER  2  POSITION 
CR  450  IF  PEEK(P2)<>32  THEN  W= 

1:GOTO  510:REM  #2  COLLI 

SION? 
MK  460  POKE  P2+CO,C2!POKE  P2,R 

2: REM  NO,  SO  MOVE  »2 
DX  470  SC=SC+1:REM  UPDATE  SCOR 

E  COUNTER 
BR  480  GOTO  310:REM  NEXT  MOVE 
JJ  490  REM 
SC  500  REM  COLLISION,  SO  UPDAT 

E  SCORE 
EP  510  IF  W=l  THEN  S1=S1+SC*10 

+10:GOTO  530: REM  #1  SCO 

RES 
JS  520  S2=S2+SC*10+ia:REM  #2  S 

CORES 
RC  530  FOR  1=1  TO  750:NEXT:RD= 

RD-1:G0T0  100: REM  DELAY 

,  NEXT  ROUND 
XP  540  REM 

SM  550  REM  GAME  OVER 
XS  560  PRINT"{HOME} {10  DOWN)"S 

PC (15) "GAME  OVER" 
JR  570  IF  S1=S2  THEN  PRINTSPC( 

14) "IT'S  A  TIE!":GOTO  6 

00:REM  TIE 
SP  5B0  W=1:IF  S2>S1  THEN  W=2 
QS  590  PRINTSPC(13)"PLAYER"W"W 

I NS  1  " 
JF  600  PRINTSPC(3)"{D0WN)"BS" 

(SPACE) AG A  IN" 
FF  610  GOSUB  64  0: RUN: REM  NEXT 

(SPACE)GAME 
RA  620  REM 

QK  630  REM  FIRE  BUTTON  ROUTINE 
PB  640  J1=PEEK(56321)  ^ND  16:J 

2  =  PEEK(5fi320)  AND  16:IF 
Jl=16  AND  J2-16  THEN  6 

40 
PX  650  RETURN 


76    COMPUTE'S  Gazette    April  19B9 


ADVERTISERS  INDEX 


H»sd««  S«rv)e*  HmibalMnrttacr 
laZApititeK 


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Page 
.  7B-79 


39 

.  M3SJf 

9 

...X-zr 

39 

7 

7 


.  BC 

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..  77 


.  oriHft 
...W 
.  4(M4 
. .  .  IFC 

....m 

....68 

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,...171 
....  11 


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....H 
....77 
.  'te-t9 
,  63-95 
....  » 
. ...  57 
..,.62 

....m 

,...39 

....  ie 

2 

..,.99 

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^^1  Y^  Machine  Language  Entry  Program 


For  Commodore  64  and  128 


Ottis  R.  Cowper  WtKK^^^^^^^M 

"MLX"  Is  a  labor-saving  utility  that 
allows  almost  fail-safe  entry  of 
macltine  language  programs.  Included 
are  versions  for  the  Commodore  64 

and  128. 

Type  in  and  save  some  copies  of  which- 
ever version  of  MLX  is  appropriate  for 
your  computer  (you'll  want  to  use  it  to 
enter  future  ML  programs  from  COM- 
PUTEt's  GAZETTE).  Program  1  is  for  the 
Commodore  64,  and  Program  2  is  for 
the  128  (128  MLX  can  also  be  used  to 
enter  Commodore  64  ML  programs  for 
use  in  64  mode).  When  you're  ready  to 
enter  an  ML  program,  load  and  run 
MLX.  It  asks  you  for  a  starting  address 
and  an  ending  address.  These  addresses 
appear  in  the  article  accompanying  the 
MLX-format  program  listing  you're 
typing. 

If  you're  unfamiliar  with  machine 
language,  the  addresses  (and  all  other 
values  you  enter  in  MLX)  may  appear 
strange.  Instead  of  the  usual  decimal 
numbers  you're  accustomed  to,  these 
numbers  are  in  hexadecimal — a  base  16 
numbering  system  commonly  used  by 
ML  programmers.  Hexadecimal — hex 
for  short — includes  the  numerals  0-9 
and  the  letters  A-F.  But  don't  worry — 
even  if  you  know  nothing  about  ML  or 
hex,  you  should  have  no  trouble  using 
MLX. 

After  you  enter  the  starting  and 
ending  addresses,  you'll  be  offered  the 
option  of  clearing  the  workspace. 
Choose  this  option  if  you're  starting  to 
enter  a  new  listing.  If  you're  continuing 
a  listing  that's  partially  typed  from  a 
previous  session,  don't  choose  this 
option. 

A  functions  menu  will  appear.  The 
first  option  in  the  menu  is  ENTER 
DATA.  If  you're  just  starting  to  type  in 
a  program,  pick  this.  Press  the  E  key, 
and  type  the  first  number  in  the  first 
line  of  the  program  listing.  If  you've  al- 
ready typed  in  part  of  a  program,  type 
the  line  number  where  you  left  off  ty'p- 
ing  at  the  end  of  the  previous  session 
(be  sure  to  load  the  partially  completed 
program  before  you  resume  entry).  In 
any  case,  make  sure  the  address  you  en- 
ter corresponds  to  the  address  of  a  line 
in  the  listing  you  are  entering.  Other- 
wise, you'll  be  unable  to  enter  the  data 
correctly.  If  you  pressed  E  by  mistake, 
you  can  return  to  the  command  menu 
by  pressing  RETURN  alone  when 
asked  for  the  address.  (You  can  get  back 
to  the  menu  from  most  options  by 
pressing  RETURN  with  no  other  input.) 


Entering  A  Listing 

Once  you're  in  Enter  mode,  MLX  prints 
the  address  for  each  program  line  for 
you.  You  then  type  in  all  nine  numbers 
on  that  line,  beginning  with  the  first 
two-digit  number  after  the  colon  (:). 
Each  line  represents  eight  data  bytes 
and  a  checksum.  Although  an  MLX- 
format  listing  appears  similar  to  the 
"hex  dump"  listings  from  a  machine 
language  monitor  program,  the  extra 
checksum  number  on  the  end  allows 
MLX  to  check  your  typing.  (Commo- 
dore 128  users  can  enter  the  data  from 
an  MLX  listing  using  the  built-in  moni- 
tor if  the  rightmost  column  of  data  is 
omitted,  but  we  recommend  against  it. 
It's  much  easier  to  let  MLX  do  the  proof- 
reading and  error  checking  for  you.) 

When  you  enter  a  line,  MLX  recal- 
culates the  checksum  from  the  eight 
bytes  and  the  address  and  compares 
this  value  to  the  number  from  the  ninth 
column.  If  the  values  match,  you'll  hear 
a  bell  tone,  the  data  will  be  added  to  the 
workspace  area,  and  the  prompt  for  the 
next  line  of  data  will  appear.  But  if  MLX 
detects  a  typing  error,  you'll  hear  a  low 
buzz  and  see  an  error  message.  The  line 
will  then  be  redisplayed  for  editing. 

Invalid  Characters  Banned 

Only  a  few  keys  are  active  while  you're 
entering  data,  so  you  may  have  to  un- 
learn some  habits.  You  do  not  type 
spaces  between  the  columns;  MLX 
automatically  inserts  these  for  you.  You 
do  not  press  RETURN  after  typing  the 
last  number  in  a  line;  MLX  automatical- 
ly enters  and  checks  the  line  after  you 
type  the  last  digit. 

Only  the  numerals  0-9  and  the  let- 
ters A-F  can  be  typed  in.  If  you  press 
any  other  key  (with  some  exceptions 
noted  beiow),  you'll  hear  a  warning 
buzz.  To  simplify  typing,  128  MLX  re- 
defines the  function  keys  and  +  and  — 
keys  on  the  numeric  keypad  so  that  you 
can  enter  data  one-handed.  (The  64 
version  incorporates  the  keypad  modi- 
fication from  the  March  1986  "Bug- 
Swatter"  column,  lines  485-487.)  In 
either  case,  the  keypad  is  active  only 
while  entering  data.  Addresses  must  be 
entered  with  the  normal  letter  and 
number  keys.  The  figures  at>ove  show 
the  keypad  configurations  for  each 
version. 

MLX  checks  for  transposed  charac- 
ters. If  you're  supposed  to  type  in  AO 
and  instead  enter  OA,  MLX  will  catch 
your  mistake.  There  is  one  error  that 


64  MLX  Keypad 


4 

U 


6 
O 


2 
K 


M 


I 


F 
P 


D 

/ 


0 
Space 


128  MLX  Keypad 


A 

(Fl) 

B 
(F3> 

C 
(F5) 

D 

(FT} 

7 

B 

9 

G 

4 

5 

6 

F 
(-) 

1 

2 

3 

E 
N 
T 
E 
R 

0 

• 

can  slip  past  MLX:  Because  of  the 

checksum  formula  used,  MLX  won't 
notice  if  you  accidentally  type  FF  in 
place  of  00,  and  vice  versa.  And  there's 
a  very  slim  chance  that  you  could  gar- 
ble a  line  and  still  end  up  with  a  combi- 
nation of  characters  that  adds  up  to  the 
proper  checksum.  However,  these  mis- 
takes should  not  occur  if  you  take  rea- 
sonable care  while  entering  data. 

Editing  Features 

To  correct  typing  mistakes  before  fin- 
ishing a  line,  use  the  INST/DEL  key  to 
delete  the  character  to  the  left  of  the 
cursor.  (The  cursor-left  key  also  de- 
letes.) If  you  mess  up  a  line  really  badly, 
press  CLR/HOME  to  start  the  line  over. 
The  RETURN  key  is  also  active,  but 
only  before  any  data  is  typed  on  a  line. 
Pressing  RETURN  at  this  point  returns 
you  to  the  command  menu.  After  you 
type  a  character  of  data,  MLX  disables 
RETURN  until  the  cursor  returns  to  the 
start  of  a  line.  Remember,  you  can  press 
CLR/HOME  to  quickly  get  to  a  line 


COMPUTEIS  Gazette    April  1989    81 


number  prompt. 

More  editing  features  are  available 
when  correcting  lines  in  which  MLX 
has  detected  an  error.  To  make  correc- 
tions in  a  line  that  MLX  has  redisplayed 
for  editing,  compare  the  line  on  the 
screen  with  the  one  printed  in  the  list- 
ing, then  move  the  cursor  to  the  mis- 
take and  type  the  correct  key.  The 
cursor  left  and  right  keys  provide  the 
normal  cursor  controls.  (The  INST/ 
DEL  key  now  works  as  an  alternative 
cursor-left  key.)  You  cannot  move  left 
beyond  the  first  character  in  the  Sine,  If 
you  try  to  move  beyond  the  rightmost 
character,  you'll  reenter  the  line.  Dur- 
ing editing,  RETURN  is  active;  pressing 
it  tells  MLX  to  recheck  the  line.  You  can 
press  the  CLR/HOME  key  to  clear  the 
entire  line  if  you  want  to  start  from 
scratch,  or  if  you  want  to  get  to  a  line 
number  prompt  to  use  RETURN  to  get 
back  to  the  menu. 

Display  Data 

The  second  menu  choice,  DISPLAY 
DATA,  examines  memory  and  shows 
the  contents  in  the  same  format  as  the 
program  listing  (including  the  check- 
sum). When  you  press  D,  MLX  asks  you 
for  a  starting  address.  Be  sure  that  the 
starting  address  you  give  corresponds 
to  a  line  number  in  the  listing.  Other- 
wise, the  checksum  display  will  be 
meaningless,  MLX  displays  program 
lines  until  it  reaches  the  end  of  the  pro- 
gram, at  which  point  the  menu  is  redis- 
played. You  can  pause  the  display  by 
pressing  the  space  bar.  (MLX  finishes 
printing  the  current  line  before  halting.) 
Press  space  again  to  restart  the  display. 
To  break  out  of  the  display  and  get  back 
to  the  menu  before  the  ending  address 
is  reached,  press  RETURN. 

Other  Menu  Options 

Two  more  menu  selections  let  you  save 
programs  and  load  them  back  into  the 
computer.  These  are  SAVE  FILE  and 
LOAD  FILE;  their  operation  is  quite 
straightforward.  When  you  press  S  or  L, 
MLX  asks  you  for  the  filename.  You'll 
then  be  asked  to  press  either  D  or  T  to 
select  disk  or  tape. 

You'll  notice  the  disk  drive  starting 
and  stopping  several  times  during  a 
load  or  save  (save  only  for  the  128  ver- 
sion). Don't  panic;  this  is  normal  be- 
havior, MLX  opens  and  reads  from  or 
writes  to  the  file  instead  of  using  the 
usual  LOAD  and  SAVE  commands 
(128  MLX  makes  use  of  BLOAD).  Disk 
users  should  also  note  that  the  drive 
prefix  0:  is  automatically  added  to  the 
filename  (line  750  in  64  MLX),  so  this 
should  not  be  included  when  entering 
the  name.  This  also  precludes  the  use  of 
@  for  Save-with-Replace,  so  remember 
to  give  each  version  you  save  a  different 


name.  The  128  version  makes  up  for 
this  by  giving  you  the  option  of  scratch- 
ing the  existing  file  if  you  want  to  reuse 
a  filename. 

Remember  that  MLX  saves  the  en- 
tire workspace  area  from  the  starting 
address  to  the  ending  address,  so  the 
save  or  load  may  take  longer  than  you 
might  expect  if  you've  entered  only  a 
small  amount  of  data  from  a  long  list- 
ing. When  saving  a  partially  completed 
listing,  make  sure  to  note  the  address 
where  you  stopped  typing  so  you'll 
know  where  to  resume  entry  when  you 
reload. 

MLX  reports  the  standard  disk  or 
tape  error  messages  if  any  problems  are 
detected  during  the  save  or  load.  (Tape 
users  should  bear  in  mind  that  Commo- 
dore computers  are  never  able  to  detect 
errors  during  a  save  to  tape.)  MLX  also 
has  three  special  load  error  messages: 
INCORRECT  STARTING  ADDRESS, 
which  means  the  file  you're  trying  to 
load  does  not  have  the  starting  address 
you  specified  when  you  ran  MLX; 
LOAD  ENDED  AT  address,  which 
means  the  file  you're  trying  to  load 
ends  before  the  ending  address  you 
specified  when  you  started  MLX;  and 
TRUNCATED  AT  ENDING  AD- 
DRESS, which  means  the  file  you're 
trying  to  toad  extends  beyond  the  end- 
ing address  you  specified  when  you 
started  MLX,  If  you  see  one  of  these 
messages  and  feel  certain  that  you've 
loaded  the  right  file,  exit  and  rerun 
MLX,  being  careful  to  enter  the  correct 
starting  and  ending  addresses. 

The  128  version  also  has  a  CATA- 
LOG DISK  option  so  you  can  view  the 
contents  of  the  disk  directory  before 
saving  or  loading. 

The  QUIT  menu  option  has  the  ob- 
vious effect — it  stops  MLX  and  enters 
BASIC.  The  RUN/STOP  key  is  dis- 
abled, so  the  Q  option  lets  you  exit  the 
program  without  turning  off  the  com- 
puter. (Of  course,  RUN/STOP-RE- 
STORE also  gets  you  out.)  You'll  be 
asked  for  verification;  press  Y  to  exit  to 
BASIC,  or  any  other  key  to  return  to  the 
menu.  After  quitting,  you  can  type 
RUN  again  and  reenter  MLX  without 
losing  your  data,  as  long  as  you  don't 
use  the  clear  workspace  option. 

The  Finished  Product 

When  you've  finished  typing  all  the 
data  for  an  ML  program  and  saved  your 
work,  you're  ready  to  see  the  results. 
The  instructions  for  loading  and  using 
the  finished  product  vary  from  program 
to  program.  Some  ML  programs  are  de- 
signed to  be  loaded  and  run  like  BASIC 
programs,  so  all  you  need  to  type  is 
LOAD  "filename",^  for  disk  (DLOAD 
"filename"  on  the  128)  or  LOAD  "file- 
name" for  tape,  and  then  RUN.  Such 


programs  will  usually  have  a  starting 
address  of  0801  for  the  64  or  ICOl  for 
the  128.  Other  programs  must  be  re- 
loaded to  specific  addresses  with  a  com- 
mand such  as  LOAD  "fileitame", 8,1  for 
disk  (BLOAD  "filename"  on  the  128)  or 
LOAD  "filename", 1,1  for  tape,  then 
started  with  a  SYS  to  a  pariicular  mem- 
ory address.  On  the  Commodore  64, 
the  most  common  starting  address  for 
such  programs  is  49152,  which  corre- 
sponds to  MLX  address  CO 00.  In  either 
case,  you  should  always  refer  to  the  ar- 
ticle which  accompanies  the  ML  lisHng 
for  information  on  loading  and  running 
the  program. 

An  Ounce  Of  Prevention 

By  the  time  you  finish  typing  in  the  data 
for  a  long  ML  program,  you  may  have 
several  hours  invested  in  the  project. 
Don't  take  chances — use  our  "Auto- 
matic Proofreader"  to  type  the  new 
MLX,  and  then  test  your  copy  thorough- 
ly before  first  using  it  to  enter  any  sig- 
nificant amount  of  data.  Make  sure  all 
the  menu  options  work  as  they  should. 
Enter  fragments  of  the  program  starting 
at  several  different  addresses,  then  use 
the  Display  option  to  verify  that  the 
data  has  been  entered  correctly.  And  be 
sure  to  test  the  Save  and  Load  options 
several  times  to  ensure  that  you  can  re- 
call your  work  from  disk  or  tape.  Don't 
let  a  simple  typing  error  in  the  new 
MLX  cost  you  several  nights  of  hard 
work. 

Program  1:  MUt  For  Commodore 
64 

SS  10  REM  VERSION  1.1:  LINES  8 
30,950  MODIFIED,  LItiES  4 
B5-4B7  ADDED 
POKE  S6,50iCLRtDIM  IN$ , 
I,J,A,B,A5,B$,A(7J,NS 
C4=48iC6"16lC7=7 i22=2tZ 
4»254:Z5"255!Z6=256iZ7= 
127 

PA=PEEK ( 45 ) +Z6  *PEEK ( 46 ) 
!BS=PEEKC55)+Z6*PEEK{56 
)  iH5=''0123456789ABCDEP" 
RS=CHR? ( 13 ) sL$=" [LEFT  I " 
!SS»"  "!D$=CHR5{20}iZ$« 
CHRS(0) iT$-"{13  RIGHT}" 
SD"54272iFOR  I-SD  TO  SD 
+23  I  POKE  I,0iNEXT!POKE 
(SPACE JSD+24, 15 sPOKE  78 
8,52 

PRItfT  "  (CLR)  "CHR$  (142  )CH 
R5(8):POKE  53280, 15:P0K 
E  53281,15 
PRINT  TS"  [REDKrvSI 
[2  SP/^CESlis  @| 
{2  SPACES) "SPC( 28)" 
(2  SPACES }( OFF ){BLU}  ML 

X  II  Ered1[rvs1 

(2  SPACES3"SPCt29)" 
J 12  SPACES  HBLU!" 

FR  170  PRINT"E3  DOWN) 

[3  SP ACES} COMPUTE! "S  MA 
CHINE  LANGUAGE  EDITOR 
{ 3  DOWN ) " 

JB  130  PRI NT "{BLK} STARTING  ADD 


EK 

100 

DM 

110 

CJ 

120 

SB 

130 

CO 

140 

PC 

150 

EJ 

160 

82     COMPUTErs  Gaiem     Apnl  1989 


FOR  COMMODORE  64/1 28 


(^APf 


DOS 


AND  FOR  CP/M  CX3MPU7ERS 


So  all  your  friends  have 
IBM's  and  Macs? 

Now  you  can  feel 
sorry  for  them. 


THB  SUPERFAST  PARALLEL   DOS  FOR  THE  COMMODORE  64/128  AND    1541 


You're  a  Commodore  owner.  YouVo  got  great 

colors  and  fantastic  sourtd,  dynamic  features 
that  IBM  and  Mac  owners  can  only  dream  of. 
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Mod  mori  info?  Call  or  wrlli  loi  our  litl  citilog. 


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DEALERS  -  WE  HAVE  THE  SUPPORT  YOU'RE  LOOKING  FOR 


RESS§4i"; iGOSUB300!SA«A 
DtGOSUB1040jIP  P  THEK18 
0 

GP  190  PRINT'MBLKJ !2  SPACES}EN 
DING  ADDRESSg4i"; iGOSUB 
300iE;A=ADiGOSUB1030!IP 
1  SPACE )F  then 190 

KR  200  INPUT"  (3  DOWNKBLKIcLEA 
R  WORKSPACE  EY/N]|4|";A 
$:IF  LEFT5(AS,1)<>"Y"TH 
EN220 

PG  210  PRINT"{2  DOWNHbLUJWOHK 
ING. . ."; !FORI=BS  TO  BS+ 
EA-SA+7!P0KE  I,0iNEXTiP 

hint "done" 
db  220  printtab(10)"{2  down) 
(blkHrvs)  mlx  command 

{SPACE }MENU  [D0WN)E43"; 
PRINT  T$"tRVSjE{0PF3KTE 
R  DATA" 
BD  230  PRINT  T$" IRVS}D{0FF J  ISP 

lay  drta";print  t?" 
{rvs)l{opp!oad  pile" 
js  240  print  t5"trvs}s{opp3ave 

PILE"tPRINT    T$"|RVS)Q 

{0FPlUIT[2    DOWNHBLK)" 
JH   250    GET   AJiIF    A$-N$    THEN250 
HK   260   A-BiPOR   1=1   TO   5tIP  AS= 

MID5("EDLSQ", 1,1) THEN   A 

=ItI=5 
PD  270  NEXTtON  A  GOTO420, 610 , 6 

90, 700 , 280 tGOSUfll060:GO 

TO250 
EJ  280  PRINT"  [RVS)  QUIT  "jINPU 

T"{D0WNJi4iARE  YOU  SURE 
[y/N]"jA?iIP  LEFT${A$, 

1)<>''Y"THEN220 
EM  290  POKE  SD+24,0iEND 
JX  300  IN$-N$!AD=0sINPUTIKS!lP 

LEN  ( IN$  )  04THENRETURN 
KP  310  BS=IH$!GOSUB320iAD=AtB$ 

=MIDS(IN5,3)iGOSUa320sA 

D=AD* 2 56+A: RETURN 
PP  320  A-0JPOH  J=l  TO  2!A5=MID 

S(B9,J,1) !B-ASCtA5)~C4+ 

{A5>"@")*C7tA=A*C6+B 
JA  330  IF  B<0  OR  B>15  THEN  AD" 

0iA»-l tJ«2 
GX  340  NEXT: RETURN 
CH  350  B= INT (A/C6)e PRINT  MID? ( 

H$,B+1,1); iB=A-B*C6!pRl 

NT  MIDS(H5,B+1,1); iRETU 

RN 
RR   360   A=INT(AD/Z6) iGOSUB350:A 

"AD-A*Z6tGOSUB350 iPRINT 

"  t  "; 
BE   370   CK"INT(AD/25) iCK=AD-Z4* 

CK+ZS*  tCK>27 ) JGOTO390 
PX  380  CK-CK*22+Z5*(CK>Z7)+A 
JC  390  CK-CK+Z5*(CK>ZS) :RETURN 
QS  400  PRINT"{D0WN1STARTING  AT 

E4|"; iGOSUB300tIF  INS<> 

N5  THEN  GOSUB1030IIP  P 

( SPACE ]THEN400 
EX  410  RETURN 
HD  420  PRINT"jEVS]  ENTER  DATA 

tSPACE3''!GOSUB400tIP  IN 

$=NS  THEN220 
JK  430  0PEN3, 3  SPRINT 
SK  440  POKE198,0jGOSUB360:IF  P 

them  print  in$!print" 
(upH5  right]"! 

GC  450  FOR  1=0  TO  24  STEP  3jB5 
=  S$tFOR  J=.l  TO  2:IF  P  T 
HEN    BS=MIDS(1N5,I+J,1) 

HA  460  PRINT" (RVS t "a$LS ; :IP  I< 
24THEN    PRINT" [OFF}", - 

HD   470   GET   A^tlP  A5=N5   THEN470 

FK  480  IF(A?>"/"ANDA5<"!")0R{A 
5>"@"ANDA5("G")THEK540 

GS   485   A=.-(AS  =  "M")-2*(AS  =  ",")- 


3*CAS=".")-4*(A5="/")-5 

*[AS="J")-6*(A$=°K") 

PX   486   A=A-7*{A5="L")-8*(A5="! 

" )-9* (A5="U" J-10* (A5-"I 

" ) -11«{A5="0" ) -12* (A5=" 
p..) 

CM  487  A-A-13«[AS-S5JiIP  A  THE 
N  A$-MID?("ABCD123E456F 
0",A,  DiGOTO    540 

MP  490  IP  AS=R$  AND((I'>0)AND(J 
=1)0R  P)THEN  PRINT  B? f i 
J=2jNEXT:I=24:GOTOS50 

KC  500  IP  A5="EH0ME!"  THEN  PRI 
NT  BS:J=2:NEXTtI=24!NEX 
TtP=0iGOTO440 

MX  510  IF (A5-" {RIGHT] ")ANDP  TH 
ENP  RI NT    B$  L5  J  1 GOTO540 

GK  520  IP  A$<>LS  AND  A5<>D$  OR 
{  tI=0)AND{ji=l))THEN  GOS 
UB1060SGOTO470 

HG   530   A5=L$+S5+L5iPRlI«'   B5L? ; 
iJc2-J:IF   J   THEN   PRINT 
{SPACEJL?; II-I-3 

QS    540    PRINT   A$;iNEXT   JrPRINT 

{ space] SS  t 

PM  550  NEXT  I t PRINT r PRINT "(UP) 
(5  RIGHT) "f iINPUT#3, IKS 
iIP  IN?-N5  THEN  CLOSE3I 
GOTO220 

QC   560    FOR   1=1    TO   25   STEP3iB5» 
MID5(IN5,I) tGOSUB320iIP 
I<25    THEN   GOSUB380iA(I 
/3)-A 

PK   570   NEXT  I  IP  AOCK   THEN   GOSU 
B1060iPRINT"{BLK) (RVS) 
{SPACE) ERROR t    REENTER   L 
INE    E43"iP«liGOTO440 

m  580  GOSUB1080iBi>>BS-(-AD-SAtFO 
R  1=0  TO  7iP0KE  B+I,A(I 
)  J NEXT 

QQ  590  AD»AD+8tIP  AD>EA  THEN  C 
LOSE 3  I P RINT " { DOWN ) { BLU } 
**  END  OF  ENTRY  **{BLK} 
{2    DOWN)"iGOTO700 

GO    600    P«0:GOTO440 

QA   610    PRINT" {CLR] {DOWN) {RVS) 
{SPACEjDISPLAY   DATA    "iG 
OSUB400tIF    IN$-N?    THEN2 
20 

RJ   620   PRINT " J  DOWN ){6LUj PRESS  I 
{RVS] SPACE {OFF]    TO    PAU 
SE,     {RVS)RETURNi0FF3    TO 
BREAK 14 I (DOWN)" 

KS  630  GOSUB36fliB=BS+AD-SAiPOR 
I-BTO  B+7iA-PEEK(I) iGOS 
UB3 50 tGOSUB 3801 PRINT   S$ 

CC  640   NEXT!PRINT"{RVS)";!A-CK 

:GOSUB350iPRINT 
KH   650   P-liAD=AD+8iIP  AD>EA   TH 

esprint"{down){bluJ**  E 

ND  OF  DATA  **"tGOTO220 
KC  660  GET  ASiIF  A$-R5  THEN  GO 

SUB10e0iGOTO220 
EO  670  IF  A$=S$  THEN  F-P+liQCS 

UB1080 
AD  680  ONFGOTO630, 660,630 
CM  690  PRI NT "{DOWN) {RVS]  LOAD 

{SPACE J DATA  "iOP=liG0TO 

710 

PC  700  print"{down)(rvsJ  save 

EspaceJfile  "jOP-0 
rx  710  in$-nsi input "{down] pile 

NAMES4i"tIN5iIP   IN5-KS 

{ space )then220 
pr  720  p-0 ! print "{ down ){blk 5 

{hvs3t{off]ape  or  {HVS) 

D{OFP]ISKi    E43"; 
PP   730    GET   AJtlP   A5i""T"THEN   PR 

INT''T{DOVW3''iGOTO880 
HQ   740    IF   AS<>"D"THEN730 


HH   750   PRINT"D{DOWN3"iOPENl5,8 

,15, "I0«"jB-EA-SAiIN$-" 

0i"+IN?!lF  OP   THEN810 
SQ   760   OPEN   l,8,8,IN$+",P,W"iG 

OSUB860IIP   A   THEN220 
FJ    770   AH-INT(SA/256) lAL-SA-tA 

H*256)jPRlNTil,CHR5(AL) 

jCHRSfAHjf 
PE    780   FOR  1-0   TO   BjpRINTil.CH 

R5(PEEKCBS+I))iiIF  ST   T 

HEN800 
FC   790   HEXT:CLOSEl!CL0SE15:GOT 

0940 
GS   800   GOSUB1060iPRINT"{DOWN) 

{BLK] ERROR   DURING    SAVEt 

643 " IGOSUB860  tGOTO220 
MA   810   OPEN   l,8,8,IN5+",P,R"lG 

OSUB860tIP  A  THEN220 
GE   820   GET#l,A$,B9iAD=ASC(A$-«-Z 

S)+256*ASC{BS+Z?) iIF   AD 

<>SA  THEN   FaliGOTO850 
RX    830    FOR   1=0    TO    BiGET#l,ASlP 

OKE  BS+I,ASC(A5+Z5)tIP{ 

I  OB) AND   ST   THEN   P"2tAD 

-IiI=B 
FA  840   NEXT! IP   ST<>64   THEM   F-3 
PQ   850   CLOSEliCLOSElSiON   ABS(F 

>0)+l   GOTO960,970 
SA   860    INPUT#15,A,ASiIP  A  THEN 
CL0S£1 tCL0SE15  tGOSUB10 

60tPRINT"{RVS}ERROHi     "A 

$ 
GQ   870    RETURN 
EJ    880   P0KE183,PEEK(FA+2) iPOKE 

187,PEEK(FA+3) tPOKElSS, 

PEEKCPA+4) JIPOP-0THEN92 

0 
HJ    890   SYS    63466iIP(PEEK(783)A 

NDDTHEN   GOSUBi060!PRIN 

T" {DOWN) {RVS)    FILE   NOT 

{SPACE] FOUND    ":GOTO690 
CS   900   AD=PEEK(S29)+256*PEEK(8 

30)iIF   ADOSA   THEN   F-ll 

GOTO970 
SC   910   A=PEEK(831>+256*PEEK(83 

2)-l tF=F-2"{A<EA)-3*(A> 

EA) !AD=A-ADiGOTO930 
KM  920   A=SAtB=EA+liGOSUB1010sP 

OKE780,3iSYS    63338 
JF  930   A=BS!B=BS+(EA-SA)+1;G0S 

UB1010;ON   OP   GOTO950tSY 

S    63591 
AE   940   GOSUB10e0iPRINT"{HLU]** 
SAVE    COMPLETED    **"iGOT 

0220 
XP   950    POKE147,0iSYS   63S62jIF 

{ SPACE ]ST>0   THEN970 
PR   960   GOSUB1080 SPRINT" {BLU]** 
LOAD   COMPLETED    **"tGOT 

0220 
DP    970    GOS0Br060tPRINT"{BLK) 

{ RVS) ERROR   DURING   LOADi 

(D0WN)i4^" jON   F  GOSUB98 

0,990, 1000 (GOTO220 
PP  980  PRI NT "INCORRECT  STARTIN 

G  ADDRESS  ( " ; |GOSUB360 i 

PRlNT"}"iRETURN 
GR  990  PRINT"LOAD  ENDED  AT  ";; 

AD=SA+AD I GOSU  B3  60 : P  RI NT 
D5 I  RETURN 
PD  1000  PRINT "TRUNCATED  AT  END 

IMG  ADDRESS" I  RETURN 
RX  1010  AHhINT{A/256) >AL«A-{AH 
*256) !POKE193,ALtPOKEl 
94, AH 
PP  1020  AH=INT(B/256) iAL-B-(AH 
*256) iP0KE174,ALtP0KEl 
75, AH: RETURN 
PX  1030  IP  AD<SA  OR  AD>ER  THEN 

1050 
HA  1040  IF(AD>511  AND  AD<40960 


B6    COMPUTE'S  Gazette    April  1989 


)OR(AD>49151   AND   AD<53 

3)")RVS}C[0FF]ATAL0G   DI 

SUB    950: PRINT: PRINT" 

248) THEN   GOSUB1080 !F=8 

SK"RTS;TAB[13) "IRVS)Q 

{RVS)    ERROR:    REENTER    LI 

: RETURN 

(OFF )UIT (DOWN) (BLK)" 

NE    ":F-'1:G0T0    360 

HC   1050    GOSUB1060:PRIST"(RVSj 

AP 

240 

GETKEY   A$:A"IHSTR("EDLS 

DX 

520 

PRINT   BES:B=BS+AD-SR!FO 

{SPACE  5  INVALID   ADDRESS 

CQ",A$) !0N    A   GOTO    340,5 

R    1=0    TO    7!P0KE   B+I,A(I 

{ DOWN j { BLK) " t P-1 ! RETU 

50,64  0, 650,93  0, 94 0:GO5U 

):NEXT    I 

RN 

B    950! GOTO    240 

XB 

530 

F=0!AD=AD+8JIF   AD<=EA    T 

AR   1660    POKE   SD4-5,31  :POKE   SD-t-6 

sx 

250 

PRINT"STARTING   AT";;GOS 

HEN    360 

,208  I  POKE   SD, 240 (POKE 

UB    260;IF(AD<;>0)OR[A5  =  N 

CA 

540 

CLOSE    3! PR  INT" {DOWN} 

{SPACEjSD+l,4iP0KE   SD+ 

L$)THEN    RETURN: ELSE    250 

(BLU)**    END   OF    ENTRY    ** 

4,33 

BG 

260 

AS=NLS: INPUT    AS! IF    LEN ( 

(BLK) (2    DOWN}": GOTO    650 

DX    1070    FOR   S=l    TO    I00!NEXTsGO 

AS) =4    THEN    AD=DEC(A$) 

MC 

550 

PRINT   BES; "(CLR)(DOWN} 

TO1090 

PP 

270 

IF    AD=0    THEN    BEGIN! IF    A 

(RVS)    DISPLAY   DATA    ":G0 

PP   1080   POKE   SD+5,8:POKE   SD+6, 

SONLS   THEN    300:ELSE   RE 

SUB    250!IF   AS=NL$   THEN 

240tPOKE   SD, 01 POKE   SD+ 

TURH!BEND 

(SPACE) 2  20 

1,901 POKE   SD+4,17 

HA 

280 

IF    AD<SA    OR   AD>EA    THEN 

JF 

560 

BANK    0:PHINT"iDOWN) 

AC    1090   FOR   S=l    TO    100jHEXTtPO 

(SPACE) 300 

{BLU}PRESS:     (RVS) SPACE 

KE   SD+4,0 SPOKE   SD,0!PO 

PM 

290 

IF   AD>511   AND   AD<65280 

lOFFi    TO   PAUSE,    {RVS)RE 

KE  SD4'1,0!RETUIUI 

(SPACElTHEN    PRINT   BES;  : 
RETURN 

TURN(OFF)    TO   BHEAKI4? 
{ DOWN } " 

SQ 

300 

GOSUB    950:PRIHT"{RVS}    I 

XA 

570 

PRINT    HEX${AD)+":"; :GOS 

Program  2:  MLX  For  Commodore 

NVALID    ADDRESS     (DOWN) 

UB    310:B=BS+AD-SA 

128 

(BLKj":AD=0:RETURN 

DJ 

580 

FOR    I=a    TO   B+7:A=PEEK(I 

RD 

310 

CK=«FNHB(AD)  ;CK=AD-Z4*CK 

); PRINT   RIGHT? (HEX$(A) , 

AE  lee 

TRAP   960:POKB   4627,128: 

+Z5*(CK>37):GOTO    330 

2);SP5; :GOSUB    320: NEXT 

DIM   NL5,A(7) 

DD 

320 

CK"CK*Z2+Z5*{CK>Z7)+A 

{SPACE} I 

XP    110 

Z2=2:Z4-254:Z5  =  25B!26'«2 

AH 

330 

CK-CK+Z5*(CK>Z5) ;RETURN 

XB 

590 

PRINT"{RVS)"; RIGHTS (HEX 

56;Z7=127!BS=256*PEEK(4 

QD 

340 

PRINT    BE9;"(RVSJ    ENTER 

$(CK) ,2) 

627):EA=6523a 

(SPACElDATA    "  !GOSUB    250 

GR 

600 

F=l!AD=AD+e:IF    AD>EA    TH 

FB    12  0 

BE5=CHR5 (7) :RT$=CHR$(13 

:IF    AS=NLS    then    220 

EN    PRINT" {BLU}**    END   OF 

)  :Dl.S='CHHS(20)  :SPS='CKR5 

JA 

350 

BANK    0:PRINT:F=0:OPEN    3 

DATA    **'':GOTO    220 

(32) !LF9=CHR51157) 

,3 

EB 

610 

GET   AS: IF   A$=RT$    THEN    P 

KE    130 

DEF   FNHB(A)=IMT(A/2S6) : 

BR 

360 

GOSUB    310! PRINT    HEXS (AD 

RINT   BE$!GOTO    220 

DEF    FNLB{fl)=A~FNHB(A)*2 

)+"!";: IF    F   THEN    PRINT 

QK 

620 

IF    A$=SP$   THEN    F=F+1:PR 

56:DEF    FNAD(A)=PEEK(A)+ 

(SPACE)LS:PRINT"(UP) 

INT    BE$; 

256*PEEK(Ail) 

(5   RIGHTS"; 

XS 

630 

ON   F    GOTO    570,610,570 

JB    140 

KEY    l,"A":KElt    3,"B":KEY 
5,"C";KeY  7,"D":V0L   15 
;IF   RGH(0)=5   THEN   FAST 

QA 

370 

FOR    1=0    TO    24    STEP   3:B$ 
=SPS;FOR   J=l    TO    2: IF   F 
(SPACEjTHEN    B$=MID5(L$, 

RF 

640 

PRINT    BES "I DOWN) (RVS)    L 
OAD   DATA   ":OP=l;GOTO    66 
0 

FJ    150 

PRINT" ICLR)"CHR5 (142) ;C 

I+J,l) 

HP 

652 

PRINT    BES "(DOWN) (RVS)    S 

HR$(8);C0LOR    0,15:COLOR 

PS 

380 

PR1NT"{RVS}"B9+LF$; :IF 

AVE   FILE    "!OP=0 

4,1S:C0L0R    6,15 

(SPACE}I<24    THEN    PRINT" 

DM 

660 

F=0:FS=NLS: INPUT"FILENA 

GO    160 

PRINT    TAB(12)"{RED) 

(OFF)"; 

ME<4J";FS:IF    FS=NL5   THE 

ERVS}12    SPACES} {9    ej 

RC 

390 

GETKEY    A$:IF     (A5>"/"    AN 

N    220 

12   SPACES)"RT5jTAB(12)" 

0    AS<"!")     OR(AS>"g"    AND 

PF 

665 

IF    LEN(F5)>14    THEN    660 

{RVS}12    SPACES] lOFF} 

A$<"G")    THEN    470 

HP 

670 

PRINT"{DOWN ) (BLK) [RVSJT 

(BLU)    128    MLX    IRED) 

AC 

400 

IF    AS="+"    THEN   AS="E"!G 

(OFFJAPE    OR     (RVS}D(OFF) 

[RVSH2    SPACES  )"RT$;TAB 

OTO    470 

ISK:    i43"; 

(12)"lRVSH13   SPACES] 

Q8 

410 

IF   A5="-"    THEN   ft$=''F":G 

SQ 

680 

GETKEY   AS: IF   AS="T"    THE 

{BLU}" 

OTO    470 

N    850:ELSE    IF    A$<>"D"    T 

FE    170 

PRINT" I  2    DOWN) 

FS 

420 

IF    AS=RT$    AND    ((1=0)    AN 

HEN    680 

{3    SPACESjCOMPLTEl'S    MA 

D    (J-l)    OR    F)    THEN    PRIN 

SP 

690 

PRINT"DISK[DOWN)":IF    OP 

CHINE    LANGUAGE    EDITOR 

T  BS; :J=2: NEXT: 1=24: GOT 

THEN    760 

12    DOWN)" 

0   480 

EH 

700 

OOPENIl,  (F$+",P")  ,W:IF 

DK    180 

PRINT"iBLK)STARTING   ADD 
RESS{4J"; :GOSUB    260: IF 

RD 

430 

IF    AS="{HOME)"    THEN    PRI 
NT   B9!J=2:HeXT!l=24:NEX 

(SPACE)DS   THEN  AS»DS:GO 
TO    74  0 

{SPACEJAD   THENSA-aD:EL 

T:F-0:GOTO    360 

JH 

710 

BANK    0!POKE    BS-2,FNLB(S 

SE    180 

XB 

440 

IF    (AS="(RIGHT)")    AND   F 

A):POKE   BS-1,FNHB(SA):P 

FH    190 

PRINT"{BLKH2    SPACESJEN 

THEN   PRINT   B5+[.F$;  SGOT 

RINT"SAV1NG    "fF$:PRINT 

DING   ADDRESSi4}";:G0SUB 

0   470 

MC 

720 

FOR   A=BS-2   TO   BS+EA-SA: 

260: IF    AD    THEN    EA=AD!E 

JP 

450 

IF    AS<>LF$    AND   ASODLS 

PRINTI1,CHRS(PEEK(A));: 

LSE    190 

{SPACE)OR     ((1=0)    AND     (J 

IF    ST    THEN   A5»"DISK   WRI 

MP    200 

PRINT"lDOWN} {BLK}CLEAR 

=1))    THEN   GOSUB    950: GOT 

TE    ERROR" :G0TO    750 

tS PACE) WORKS  PACE    [Y/N] ? 

0   390 

GC 

730 

NEXT   A:CL0SE    1:PRINT" 

<4}":GETKEY   A$:IF    ASO" 

PS 

460 

AS=LFS+SP5+LF$: PRINT   B$ 

(BLU)**    SAVE    COMPLETED 

Y"    THEN    220 

i-LFS;:J=2-J:IF  J  THEN  P 

(SPACEfWITHOUT    ERRORS    * 

QH    210 

PRINT" {DOWN} (BLU) WORKIN 

RIHT  LF5;; 1=1-3 

*":G0T0    220 

G...";:BANK    0:FOR    A=BS 

Ga 

470 

PRINT  AS;: NEXT   J; PRINT 

RA 

740 

IF   DS=63   THEN   BEGIN:CLO 

{SPACE)TO   BS+(EA-SA)+7: 

{SPACB)SP$; 

SE    1: INPUT" (BLK)REPLACB 

POKE    A, 0: NEXT    A:PRINT"D 

HA 

480 

NEXT    I:PR1NT;PRINT"(0PJ 

EXISTING    FILE     (Y/H}i4} 

DC    220 

ONE" 

PRINT    TAB (10) "(DOWN) 

{5    RIGHT)"; !LS=" 
(27    SPACES}" 

";ASiIF   AS="Y"    THEN    SCR 
ATCH{F$):PRINT:G0T0   70  0 

(BLKJIRVS)    MLX   COMMAND 

DP 

490 

FOR    1=1    TO    25    STEP    3:GE 

lELSE    PR  INT"  (BLK)  ".-GOTO 

(SPACE) MENU    <4JlD0WN)": 

T|3,A5,BS:IF    AS=SP5    THE 

660;BEND 

PRINT    TAB(13)"(RVS)E 

N    1=2S:NEXTjCL0SE    3:G0T 

GA 

750 

CLOSE    l:GOSl)B    950:PRINT 

10FF)NTER    DATA"RT$;TAB( 

0    220 

"{BLK} (RVS)    ERROR    DURIN 

13)"{RVS)DlOFF}lSPLAY    D 

BA 

500 

A5=AS+B$: A=DEC (AS) IMIDS 

G    SAVE:     i4J"! PRINT    A5:G 

ATA"RT?;TAB(13)"lRVS]L 

(LS,I,2}=A$:IF    I<25   THE 

OTO    220 

lOFF)0AD   FILE" 

N  GOSUB    320:A[1/3)=A:GE 

FD 

760 

DOPEKIl, (FS+",P") :IF   DS 

Hfl    230 

PRINT    TAB(13)"lRVS)S 

T#3,A5 

THEN   A$«DS$:F=4!CL0SE 

{OFF)AVE    FILE"RT9rTAS(l 

AR 

510 

NEXT    I!  IF    AOCK  THEN    GO 

{SPACE3l!G0TO    790 

COMPUTE'S  Gaimte     April  1989     87 


3       TECHNICUl       PROGflAMS 


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PX  770  GET#1,AS,B5!CL0SE  1 :AD- 
ASC(AS)-i-256*ASC(BS)  !IF 
[SPACE  J  ADO  SA  THEN  F=l  i 
GOTO  790 

KB  7S0  PRINT"LOADING  "jFStPRIN 
TiBLOAD(fS),B0,P{BS) :AD 
BSA-fFMAD(174)-BS-l  iF=-2 
•CAD<EA)-3*(AD>EA) 

RQ  790  IP  F  THEN  800 i ELSE  PRIM 
T"{BLU)**  LOAD  COMPLETE 
D  WITHOUT  ERRORS  **"iGO 
TO  220 

ER  800  GOSUD  950: PRINT" { BLK J 

{RVS)  ERROR  DURING  LOAD 
I  f4i"iON  F  GOSUB  B10,a 
20,330,840:GOTO220 

QJ  810  PRINT "INCORRECT  STARTIN 
G  ADDRESS  t " ;HEX$ (AD) ; " 
) " : RETURN 

DP  820  PRINT "LOAD  ENDED  AT  "jH 
EX S( AD): RETURN 

EB  B30  PRINT "TRUNCATED  AT  END I 
NG  ADDRESS  ( "HEX5 (EA) " ) 
" ! RETURN 

FP  840  PRINT "DISK  ERROR  ";A5:R 
ETURN 

KS  850  PRINT "TAPE"! AD-POINTER { 
FSIjBANK  1 jA=PEEK(AD) :A 
L"PEEK(AD+1) tAH=PEEK(AD 
■t-2) 

XX  860  BANK  15:  SYS  DEC("FF6a") 
,0,liBYS  DEC("FFBA"},1, 
1,0  I  SYS  DEC("FFBD"),A,A 
L,A£1:SYS  DECt  "FF90"  ) ,  12 
8!lF  OP  THEN  890 

FG  870  PRINT tA=SAtB=EA -Hi GOSUB 
920ISYS  DEC("E919"),3i 
PRINT "SAVING  "jF$ 

AB  880  A=«SSjB=BS+tEA-SA)-H!GOS 
UB  920:SYS  DEC("EA18")i 
PRINT "( DOWN HbLU}**  TAP 
E  SAVE  COMPLETED  **"iGO 
TO  220 

CP  890  SYS  DEC("E99A") :PRINT!l 
P  PEEK(2ai6)-5  THEN  COS 

ub  950: print"! down 3 
(blk5[rvs}  file  not  FOU 

ND    ":GOTO    220 

GQ  900  PRINT" LOADING  ...{DOWN} 
":AD=FNAD(2817)  :IF  ADO 
SA  THEN  F=1:G0T0  800: EL 
SE  AD»FNAD(2819)-l:F=-2 
*(AD<BA)-3*(AD>Eft) 

JD  910  A=■BS:B=BS-^(EA-SA)+1:G0S 
UB  920:SYS  DEC("E9FB"): 
IF  ST>0  THEN  800:ELSE  7 
90 

XB  920  P0KE193,FNLB(A) !POKE194 
,FNHB(A) iPOKE  174,FNLB( 
B} : POKE  175,FNHB(B) :RET 
URN 

CP    930    CATftLOG:PSlNT"lDOWM} 

(BLU)**  PRESS  ANY  KEY  F 
OR  HENtJ  **":GETKEY  A5:G 
OTO    220 

MM    940    PRINT    BE$"lRVS)    QUIT 

i4J";RT9; "ARE    YOU    SURE 
{SPACE] [Y/Ni?";GETKEY    A 
S:IF    AS<>"y"    THEN    220: E 
LSE    PRINT" (CLR) " :BANK    1 
5!END 

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INTRODUCING 
C  A  ;  [  T  T  [ 

Shoppers  Mart 


The  Automatic  Proofreader 


Plilllp  I.  Nelson 

"The  Automatic  Proofreader"  helps 
you  type  in  program  listings  for  the 
128,  64,  Plus/4,  and  16  and  prevents 
nearly  every  kind  of  typing  mistake. 

Type  in  the  Proofreader  exactly  as 
listed.  Since  the  program  can't  check  it- 
self, type  carefully  to  avoid  mistakes. 
Don't  omh  any  lines,  even  if  they  con- 
tain unfamiliar  commands.  After  finish- 
ing, save  a  copy  or  two  on  disk  or  tape 
before  running  it.  This  is  important  be- 
cause the  Proofreader  erases  the  BASIC 
portion  of  itself  when  you  run  it,  leav- 
ing only  the  machine  language  portion 
in  memory. 

Next,  type  RUN  and  press  RE- 
TURN, After  announcing  which  com- 
puter it's  running  on,  the  Proofreader 
displays  the  message  "Proofreader 
Active".  Now  you're  ready  to  type  in  a 
BASIC  program. 

Every  time  you  finish  typing  a  line 
and  press  RETURN,  the  Proofreader 
displays  a  two-letter  checksum  in  the 
upper-left  comer  of  the  screen.  Com- 
pare this  result  with  the  two-letter 
checksum  printed  to  the  left  of  the  line 
in  the  program  listing.  If  the  letters 
match,  it's  almost  certain  the  line  was 
typed  correctly.  If  the  letters  don't 
match,  check  for  your  mistake  and  cor- 
rect the  line. 

The  Proofreader  ignores  spaces  not 
enclosed  in  quotes,  so  you  can  omit  or 
add  spaces  between  keywords  and  still 
see  a  matching  checteum.  However, 
since  spaces  inside  quotes  are  almost  al- 
ways significant,  the  Proofreader  pays 
attention  to  them.  For  example,  10 
PRINT'THIS  IS  BASIC"  will  generate 
a  different  checksum  than  10 
PRINT'THIS  ISBA        SIC", 

A  common  typing  error  is  transpo- 
sition— typing  two  successive  charac- 
ters in  the  wrong  order,  like  PIRNT 
instead  of  PRINT  or  64378  instead  of 
64738.  The  Proofreader  is  sensitive  to 
the  position  of  each  character  within  the 
line  and  thus  catches  transposition 
errors. 

The  Proofreader  does  not  accept 
keyword  abbreviations  (for  example,  7 
instead  of  PRINT).  If  you  prefer  to  use 
abbreviations,  you  can  still  check  the 
line  by  LISTing  it  after  typing  it  in, 
moving  the  cursor  back  to  the  line,  and 
pressing  RETURN.  LISTing  the  line 


substitutes  the  full  keyword  for  the  ab- 
breviation and  allows  the  Proofreader 
to  work  properly.  The  same  technique 
works  for  rechecking  programs  you've 
already  typed  in. 

If  you're  using  the  Proofreader  on 
the  Commodore  128,  Plus/4,  or  16,  do 
jiot  perform  any  GRAFHIC  commands 
while  the  Proofreader  is  active.  When 
you  perform  a  command  like  GRAPH- 
IC 1,  the  computer  moves  everything  at 
the  start  of  BASIC  program  space — in- 
cluding the  Proofreader — to  another 
memory  area,  causing  the  Proofreader 
to  crash.  The  same  thing  happens  if  you 
rH?i  any  program  with  a  GRAPHIC 
command  while  the  Proofreader  is  in 
memory. 

Though  the  Proofreader  doesn't 
interfere  with  other  BASIC  operations, 
it's  a  good  idea  to  disable  it  before  run- 
ning another  program.  However,  the 
Proofreader  is  purposely  difficult  to  dis- 
lodge; It's  not  affected  by  tape  or  disk 
operations,  or  by  pressing  RUN/ 
STOP-  RESTORE.  The  simplest  way  to 
disable  it  is  to  turn  the  computer  off 
then  on.  A  gentler  method  is  to  SYS  to 
the  computer's  built-in  reset  routine 
(SYS  65341  for  the  128,  64738  for  the 
64,  and  65526  for  the  Plus/4  and  16). 
These  reset  routines  erase  any  program 
in  memory,  so  be  sure  to  save  the  pro- 
gram you're  typing  in  before  entering 
the  SYS  command. 

If  you  own  a  Commodore  64,  you 
may  already  have  wondered  whether 
the  Proofreader  works  with  other  pro- 
gramming utilities  like  "MetaBASIC." 
The  answer  is  generally  yes,  if  you're 
using  a  64  and  activate  the  Proofreader 
after  installing  the  other  utility.  For  ex- 
ample, first  load  and  activate  Meta- 
BASIC, then  load  and  run  the 
Proofreader, 

When  using  the  Proofreader  with 
another  utility,  you  should  disable  both 
programs  before  running  a  BASIC  pro- 
gram. While  the  Proofreader  seems  un- 
affected by  most  utilities,  there's  no 
way  to  promise  that  it  will  work  with 
any  and  every  combination  of  utilities 
you  might  want  to  use.  The  more  utili- 
ties activated,  the  more  fragile  the  sys- 
tem becomes. 

The  New  Aulomatlc  Proorreader 

10  VEC=PEEK(772)+256*PEEK(773) 
!LO=43:i]I=44 


20  PRINT  "AUTOMATIC  PROOFREADE 

R  t'OR  "fllF  VEC=42364  THEN 

1  SPACE] PRINT  "C-64" 
30  IF  VEC=50556  THEN  PRINT  "VI 

C-20" 
40  IF  VEC=35158  THEN  GRAPHIC  C 

LRt  PRINT  "PLUS/4  6.  16" 
50  IF  VEC=1716S  THEN  LO=45:HI= 

46:GRAPHIC  CLR : PRINT"128" 
60  SA={PEEK(LO)+2  56*PEEK(Hl))+ 

6 : ADR=SA 
70  FOR  J=0  TO  166 t READ  BVTjPOK 

E  ADR,BVT!ADR=ADR-H:CliK=CHK 

+BYTSNEXT 
80  IP  CHKO20570  THEN  PRINT  "* 

ERROR*  CHECK  TYPING  IN  DATA 
STATEMENTS": END 
90  FOR  J=l  TO  5: READ  RF,LF,HF: 

RS=SA+RF!HB=INT(RS/256)il.B= 

RS-(25G*HB) 
100    CHK=CHK+RF+LF+HF:POKE    SA+L 

P,LD:PO!<E    SA-t-HP,  HB:NEXT 
110    IF    CHKO 22054    THEN    PRINT    " 

* ERROR*    RELOAD   PROGRAM    AND 

(space) CHECK    FINAL    LINE": EN 

D 
120    POKE   SA+149,PEEK(772) :POKE 

SA+150,PEEK(7  73) 
130    IF   VEC=17165    THEN    POKE    SA+ 

14, 22: POKE   SA+18, 23 : POKESA+ 

29,224:POKESA+139,224 
140    PRINT   CHRS(147);CHR?( 17);" 

PROOFREADER   ACTIVE": SYS    SA 
1S0    POKE   HI,PEEK(HI)+l:POKE    (P 

EEK(LO)+256*PEEK(HI))-1,0:N 

EW 
160    DATA    120,169,73,141,4,3,16 

9,3,141,5,3 
170    DATA   88,96,165,20,133,167, 

165,21,133,168,169 
180    DATA    0,141,0,255,162,31,18 

1,199,157,227,3 
190    DATA    202,16,248,169,19,32, 

210,255,169,18,32 
200    DATA   210,255,160,0,132,180 

,132,176,136,230,180 
210    DATA   200,185,0,2,240,46,20 

1,34,208,8,72 
220    DATA    165,176,73,255,133,17 

6, 104,72,201,32,208 
230    DATA    7,165,176,208,3,104,2 

08,226, 104,166,100 
240    DATA    24,165,167,121,0,2,13 

3,167, 165,168,105 
250    DATA    0,133,168,202,209,239 

,240,202,165,167,69 
260    DATA   168,72,41,15,168,185, 

211,3,32,210,255 
270    DATA    104,74,74,74,74,168,1 

85,211,3,32,210 
280   DATA   255,162,31,139,227,3, 

149,199,202,16,248 
290    DATA    169,146,32,210,255,76 

,86,137,65,66,67 
300    DATA   68,69,70,71,72,74,75, 

77,80,81,82,83,83 
310    DATA    13,2,7,167,31,32,151, 

116,117,151,128,129, 167,136 

,137 


90     COMPUTE! 's  Gazette     April  1989 


Classified 


SOFTWARE 


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COMPUW.'s  Gazette  is 
looking  for  utilities,  games, 
applications,  eiducational 
programs,  and  tutorial 
articles.  If  you've  created  a 
program  that  you  think  other 
readers  might  enjoy  or  find 
useful,  send  it,  on  tape  or 
disk,  to: 

Submissions  Reviewer 
COMPUTE!  Publications 
P.O.  Box  5406 
Greensboro,  NC  27403 

Please  enclose  an  SASE  if 
you  wish  to  have  the 
materials  returned. 
Articles  are  reviewed  within 
four  weeks  of  submission. 


COMPUTSrs  Gnietre     April  1989     91 


How  To  Type  In 
COMPUTER'S  Gazette  Programs 


Each  month,  COMPUTEi's  Gazette 
publishes  programs  for  the  Com- 
modore 128,  64,  Plus/4,  and  16. 
Each  program  is  clearly  marked  by 
title  and  version.  Be  sure  to  type  in 
the  correct  version  for  your  ma- 
chine. All  64  programs  run  on  the 
128  in  64  mode.  Be  sure  to  read  the 
instructions  in  the  corresponding 
article.  This  can  save  time  and  elim- 
inate any  questions  which  might 
arise  after  you  begin  typing. 

We  frequently  publish  two 
programs  designed  to  make  typing 
easier;  The  Automatic  Proofreader, 
and  MLX,  designed  for  entering 
machine  language  programs. 

When  entering  a  BASIC  pro- 
gram, be  especially  careful  with 
DATA  statements  as  they  are  ex- 
tremely sensitive  to  errors.  A  mis- 
typed number  in  a  DATA  statement 
can  cause  your  machine  to  "lock 
up"  (you'll  have  no  control  over  the 
computer).  If  this  happens,  the  only 
recourse  is  to  turn  your  computer 
off  then  on,  erasing  what  was  in 
memory.  So  be  sure  to  save  a  pro- 
gram before  you  run  it.  If  your  com- 
puter crashes,  you  can  always 
reload  the  program  and  look  for  the 
error. 


Special  Gfiaracters 

Most  of  the  programs  listed  in  each 
issue  contain  special  control  charac- 
ters. To  facilitate  typing  in  any  pro- 
grams from  the  Gazette,  use  the 
following  listing  conventions. 

The  most  common  type  of  con- 
trol characters  in  our  listings  appear 
as  words  within  braces:  {DOWN} 
means  to  press  the  cursor  down 
key;  {5  SPACES}  means  to  press 
the  space  bar  five  times. 

To  indicate  that  a  key  should 
be  shifted  (hold  down  the  SHIFT 
key  while  pressing  another  key}, 
the  character  is  underlined.  For  ex- 
ample, A  means  hold  down  the 
SHIFT  key  and  press  A.  You  may 
see  strange  characters  on  your 
screen,  but  that's  to  be  expected.  If 
you  find  a  number  followed  by  an 
underlined  key  enclosed  in  braces 
(for  example,  {8  A}),  type  the  key 
as  many  times  as  indicated  (in  our 
example,  enter  eight  SHlFTed  A's). 

If  a  key  is  enclosed  in  special 
brackets,  %  §,  hold  down  the 
Commodore  key  (at  the  lower  left 
corner  of  the  keyboard)  and  press 
the  indicated  character, 

Rarely,  you'll  see  a  single  letter 
of  the  alphabet  enclosed  in  braces. 


This  can  be  entered  on  the  Commo- 
dore 64  by  pressing  the  CTRL  key 
while  typing  the  letter  in  braces.  For 
example,  (A}  means  to  press 
CTRL-A. 


The  Quote  Moile 

Although  you  can  move  the  cursor 
around  the  screen  with  the  CRSR 
keys,  often  a  programmer  will  want 
to  move  the  cursor  under  program 
control.  This  is  seen  in  examples 
such  as  {LEFT},  and  {HOME}  in 
the  program  listings.  The  only  way 
the  computer  can  tel!  the  difference 
between  direct  and  programmed 
cursor  control  is  the  quote  mode. 

Once  you  press  the  quote  key, 
you're  in  quote  mode.  This  mode 
can  be  confusing  if  you  mistype  a 
character  and  cursor  left  to  change 
it.  You'll  see  a  reverse  video  charac- 
ter (a  graphics  symbol  for  cursor 
left).  In  this  case,  you  can  use  the 
DELete  key  to  back  up  and  edit  the 
line.  Type  another  quote  and  you're 
out  of  quote  mode.  If  things  really 
get  confusing,  you  can  exit  quote 
mode  simply  by  pressing  RETURN. 
Then  just  cursor  up  to  the  mistyped 
line  and  fix  it. 


When  You  Read: 

{CLR} 
{HOME} 

I  UP) 
(DOWN) 

(LEFT} 

{RICHTl 

{RVS( 

{OFFt 

{BLK} 

IWHT} 

{RED} 

(CYN} 


Press: 

[stUFr]  [qRfHQME 


ClRfHOME 

SHIFT 

1  CRSR  J 

1   CRSR  J 

SHIFT 

■^CRSR  — 

I— CRSR— * 

o 


CTRL 


][ 


CTRL 


ctrlJLT^ 

CTRL  I  [~^ 


CTRL 


r^^rn 


WliDn  You  Read: 

{PUR} 
{CRN} 
{BLU} 
(VELl 

{  n  ! 
\  R  I 

{  F3  } 

(  M   I 

(  F5  } 

(  F6  ! 

{  F7  } 

)  F8  ) 


Prass: 

CTRL           S 

CTRL           d 

CTRL           7 

CTRL           8 

n 

SHIFT    j     f] 

13 

SHIFT    1     (J 

GD 

SHIFT          (5 

(7 

SHIFT          (7 

See: 


When  You  Read: 
t 


Press: 


Sea: 


SHIFT 


Far  Commoitore  64  Only 


COMMODORE 


[cOMMOtxiMl  :  2] 


□ 


[commodom]  [Vj  n 

|COMMOE)0«i]  [T]   IT] 

[commodore]  [s  J  K 
[commopore]  [Tj  H 
commodore]  [7]  n 


COMMODORE  I  [Tj 


92    COMPUTEI'S  Gazette     April  19B9 


M^^MiMM^ 


A  C  T'l  O  N   R  E  P  L  A%LVI»B 

^   Tfi^  iifiT'MATFIiTHITY/BACKUP  CARTRIDGE  FOR  THE  fcp/t  iS     :|^ 


M«(T>My 
up  to  d 
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flMtctont  Progrtan  and  AJSIfiwrrf*'  rJ 

k  -  and  Ittot'i  not  al  ...  Jin^ 


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,<i 


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&■■/ 


BpI 

^B''''/                             1^1 

1      ttl***tM 

striker  and  Blade. 
The  Bad  Dudes.  Facirg  some 
of  the  nastiest  ninjas  in  the  known 
world -accompanied  by  a  gang  of  fire- 
spitting  thugs  and  their  cohorts,  mad  dogs  who  are  intent  on 
serious  crime.  This  crowd  of  malcontents  has  somehow 
gotten  its  ugly  mitts  on  the  president  of  the  United  States. 
And  what  they  plan  to  do  with  him  isn't  pretty. 


What  Striker  and  Blade  have  to  do  isn't  any  picnic 
either.  But  someone's  got  to  do  it,  right?  What  better  time 
for  you  to  start  dishing  out  the  BAD  DUDES' om  version 
of  the  criminal  justice  system?  The  action  is  top-notch. 
The  graphics,  phenomenal. 

BAD  DUDES  from  Data  East.  Mr.  President,  help  is  on 
the  way. 


_     HbH  ir*-'^  «-^    ii 

Data  East  USA  Inc.,  470  Needles  Drive,  San  Jose,  CA  95112  (408)  286-7074 


Screens  shown  aie  frwi  Itw  IBM  votslon  Otrisr  comtwlw  wslms  mav  vary 
t^  Data  East  USA.  inc.  Bad  Duties  is  a  reslstercd  irademaih  cl  Dita  E3st  USA.  Inc.